Thanks Paul, fixed in my private working directory.
/adegli 2007/9/21, Paul Melis <[EMAIL PROTECTED]>: > > Adrian Egli wrote: > > > For those you are interest in see how the latest version looks like... > > There is a slight compile issue with gcc: > > ShadowPSSM.cpp: In member function 'virtual void > osgShadow::ShadowPSSM::init()': > ShadowPSSM.cpp:196: error: 'class osg::Texture2D::FilterMode' is not a > class or namespace > ShadowPSSM.cpp:196: error: 'LINEAR' was not declared in this scope > > Line 196 of ShadowPSSM.cpp needs to refer to osg::Texture2D::LINEAR. > > Paul > > > > > > > 2007/9/21, Adrian Egli <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>: > > > > No problem, i played arround and got new variant of shading. the > > latest version is using antialised shadow mapping, of course it > > needs some calculation's for doing this, but the result looks much > > nicer. > > > > latest pssm code will be posted as soon as i will have more time > > left. i will send just the latest implementation, robert you don't > > have to merge it. i will do it next week. > > > > > > /adegli > > > > 2007/9/21, Robert Osfield <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > > > > Hi Adrian, > > > > I understand the technique enough to comment I'm afraid. > > > > Robert. > > > > On 9/21/07, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>> wrote: > >> Hi Roberts > >> > >> i am working on the texture selection in GLSL, but > > unfortunately the > >> gl_FragCoord.z is not for all situation between 0 .. 1. I n > > some cases, > >> if a triangles, has a visible part in the [near,far] range > > and a hidden part > >> behind the current viewing camera near, the value is from > > x..1, with x > 0. > >> Why is the value not > >> from near .. far allways 0..1, is this an know ATI bug or do > > i something > >> missunderstand. Or should i add a special matrix? or how can > > i fix this > >> issue in fragment shader. > >> > >> /adegli > >> > >> > >> 2007/9/19, Adrian Egli <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > >> > Thanks robert, > >> > > >> > i will working on NVidea System (Friday) and i hope that i > > can fix the > >> problems. > >> > The z fighting is a know problem, but i don't yet know > > wether it come with > >> ati / nvidea. > >> > > >> > i will fix it friday. > >> > > >> > regards adrian > >> > > >> > > >> > 2007/9/19, Robert Osfield <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]> >: > >> > > >> > > Hi Adrian, > >> > > > >> > > To help things along I have gone ahead and merged your > > ShadowPSSM > >> > > implementation, but renamed it to ParallelSplitShadowMap > > to be in > >> > > keeping with the naming of the other shadow techniques. > >> > > > >> > > I have also added the PSSM enabling into osgshadow.cpp, > > but haven't > >> > > merged PSSM.cpp as I didn't know what to do with this. > >> > > > >> > > When enabling --pssm in osgshadow I get shadows, but also > > z fighting > >> > > artificats that suggest the polygon offset needs to be > > adjusted a bit. > >> > > Bascially glPolygonOffset is not a standardised quantity > > under OpenGL > >> > > so implementations vary, if you optimize for ATI it'll > > not work well > >> > > under NVidia and visa versa. We've seen this issue with > > osgText > >> > > before and made some tweaks to try and cope with the > > variance. See > >> > > src/osg/PolgyonOffset.cpp. It could be that the code in > > there that > >> > > tries to account for ATI might not be work well with > > recent drivers. > >> > > > >> > > Robert. > >> > > > >> > > On 9/19/07, Adrian Egli <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>> wrote: > >> > > > Sorry Robert, > >> > > > > >> > > > i still fixed an issue this morning, and added also for > > debugging a > >> define > >> > > > for enable r,g,b for 3 split maps, to color them (DEBUG) > >> > > > > >> > > > regards adrian > >> > > > > >> > > > 2007/9/19, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > >> > > > > Hi Robert, > >> > > > > > >> > > > > i did some changes in latest implementation, i now i > > have a PSSM > >> variant > >> > > > which works quite well. I propose to check this > > implementation into > >> > > > osgShadow. Of course this is just the first version of > > our PSSM > >> > > > implementation, but we are still open to change the > > implementation is > >> > > > implemented it as a shadow technique as you mentioned. > > A future > >> > > > implementation can be the one Terry started some month > > ago, but i > >> don't know > >> > > > when he will be able to post a adapted version to our > > shadow technique > >> > > > abstraction. > >> > > > > > >> > > > > in the attachment we have to VS2003 project: > >> > > > > * First my test case, may we can add this as new > > example. > >> > > > > * Second is the osgShadow example from the SVN with > > changes i did, > >> marked > >> > > > with //ADEGLI > >> > > > > -> the source > >> > > > > -> test.bat, you can see what i tested, the test.ive > > is a database > >> > > > downloaded from > >> > > > > >> > http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii > > < > http://www.vision.ee.ethz.ch/%7Epmueller/wiki/CityEngine/DownloadModelsPompeii > > > >> > > > > > >> > > > > others should test. some problem can cause the > > PolygonOffset, i > >> tested it > >> > > > on two different system with different GPUs, all under > > windows, i ll > >> test as > >> > > > soon as i have some minutes left also under os/x > >> > > > > > >> > > > > > >> > > > > > >> > > > > > >> > > > > /regards > >> > > > > > >> > > > > adegli > >> > > > > > >> > > > > > >> > > > > 2007/9/18, Robert Osfield < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]> >: > >> > > > > > >> > > > > > Hi Adrian and Terry, > >> > > > > > > >> > > > > > New shadow algorithms need to be implemented as a > > subclass from > >> > > > > > osgShadow::ShadowTechnique for them to be > > considered for merging > >> with > >> > > > > > SVN. All the hooks required to implement advanced > > techniques are > >> > > > > > available to the shadow techniques so it shouldn't > > cause any > >> > > > > > significant problems in implementing the PSSM as a > >> ShadowTechniqiue. > >> > > > > > > >> > > > > > The use of ShadowTechnique is important as it > > allows end users to > >> > > > > > trial out different techniques very easily and find > > the route > >> which > >> > > > > > best suits their hardware and scene type. It is > > even possible > >> that > >> > > > > > different techniques will be used by one > > application as they load > >> up > >> > > > > > different scenes. > >> > > > > > > >> > > > > > I did review Terry's PSSM code and did consider > > porting it across > >> to > >> > > > > > work as a ShadowTechnique, but alas I've just been > > snowed under be > >> > > > > > other work. The same is the case right now, while > > I'd love to see > >> a > >> > > > > > good PSSM implementation checked into osgShadow I > > don't have the > >> time > >> > > > > > to help out in this effort. > >> > > > > > > >> > > > > > Robert. > >> > > > > > > >> > > > > > > >> > > > > > On 9/18/07, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>> wrote: > >> > > > > > > Hi Terry, > >> > > > > > > > >> > > > > > > i don't know what robert requires of PSSM. The > > best and easiest > >> would > >> > > > be to > >> > > > > > > integrate it as a shadow technique, so the user > > can just change > >> the > >> > > > shadow > >> > > > > > > technique > >> > > > > > > and that's it. Or ? > >> > > > > > > > >> > > > > > > adegli > >> > > > > > > > >> > > > > > > 2007/9/17, Terry Welsh < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > >> > > > > > > > Do you know what Robert requires of PSSM to > > have it included > >> in OSG? > >> > > > > > > > Does it just need to be integrated with osgShadow? > >> > > > > > > > -- > >> > > > > > > > Terry Welsh - mogumbo 'at' gmail.com > > <http://gmail.com> > >> > > > > > > > www.reallyslick.com > > <http://www.reallyslick.com> | www.mogumbo.com > > <http://www.mogumbo.com> > >> > > > > > > > > >> > > > > > > > On 9/17/07, Terry Welsh < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>> wrote: > >> > > > > > > > > Well, I took a closer look. There are a few > > problems, but I > >> still > >> > > > > > > > > can't bring myself to try and fix them since > > they're > >> problems I > >> > > > > > > > > already fixed in my own shadow code. It > > would really be > >> easier > >> > > > and > >> > > > > > > > > faster to work from that code instead I > > think. How badly do > >> you > >> > > > want > >> > > > > > > > > to get this working? I can always send you > > the current > >> version of > >> > > > the > >> > > > > > > > > shadow code I have here. > >> > > > > > > > > > >> > > > > > > > > To be more specific, it looks like the big > > problems are 1. > >> Shadow > >> > > > maps > >> > > > > > > > > don't always cover all of the terrain (they > > leave some parts > >> > > > > > > > > unshadowed) (this seems to depend on scene > > size), and 2. > >> > > > Off-camera > >> > > > > > > > > objects don't always cast shadows. There are > > some other > >> minor > >> > > > > > > > > problems, but those are the big ones. > >> > > > > > > > > - Terry > >> > > > > > > > > > >> > > > > > > > > On 9/17/07, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>> wrote: > >> > > > > > > > > > hi Terry, > >> > > > > > > > > > > >> > > > > > > > > > i hope you can test the latest version of > > PSSM. it would > >> be > >> > > > greate as > >> > > > > > > soon > >> > > > > > > > > > as possible to integrate it > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > * GLSL Shader: generate automatically for > > 1..n splitting > >> maps > >> > > > > > > > > > * some changes for better frustum splitting > >> > > > > > > > > > > >> > > > > > > > > > *** PLEASE test it on your databases **** > >> > > > > > > > > > > >> > > > > > > > > > attached some tests screenshots. if you > > have some bugs, > >> please > >> > > > (A) > >> > > > > > > report it > >> > > > > > > > > > or (B) fix it and send me the updated > > source code. > >> > > > > > > > > > > >> > > > > > > > > > Tested on ATI X1600, 256MB, mobile macbookpro > >> > > > > > > > > > > >> > > > > > > > > > thanks for testing > >> > > > > > > > > > > >> > > > > > > > > > adrian > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > 2007/9/15, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > >> > > > > > > > > >> > > > > > > > > > > Hi latest version, > >> > > > > > > > > > > > >> > > > > > > > > > > (1) NVidea Cards, the setting of the > > Polygon offset > >> seems to > >> > > > be not > >> > > > > > > > > > correct on my ATI it's seems to be correct > > (looks nice) > >> > > > > > > > > > > please test and check for good > > values, i don't now > >> a good > >> > > > value > >> > > > > > > for > >> > > > > > > > > > this > >> > > > > > > > > > > (2) GLSL shader has to be generated > > dynamic, if we > >> change the > >> > > > number > >> > > > > > > of > >> > > > > > > > > > split planes > >> > > > > > > > > > > the version no longer need any IF in > > the GLSL > >> shader, > >> > > > this > >> > > > > > > makes the > >> > > > > > > > > > good a little bit different form the > > suggestion in the > >> paper > >> > > > PSSM > >> > > > > > > > > > > (3) try it out and test > >> > > > > > > > > > > > >> > > > > > > > > > > pssm --help > >> > > > > > > > > > > > >> > > > > > > > > > > enjoy and have a nice weekend, i will be > > not online till > >> > > > monday. if > >> > > > > > > you > >> > > > > > > > > > have some ideas, fixes etc please send me > > the new code. > >> then i > >> > > > will be > >> > > > > > > able > >> > > > > > > > > > to test it > >> > > > > > > > > > > out. i hope for next osg release we will > > have a good and > >> > > > robust PSSM > >> > > > > > > > > > implementation what would be greate. > >> > > > > > > > > > > > >> > > > > > > > > > > the next version of PSSM would have > > project maps, at the > >> > > > moment it > >> > > > > > > > > > supports just directional lights > >> > > > > > > > > > > > >> > > > > > > > > > > /adegli > >> > > > > > > > > > > > >> > > > > > > > > > > > >> > > > > > > > > > > > >> > > > > > > > > > > 2007/9/14, Adrian Egli < [EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > >> > > > > > > > > > > > >> > > > > > > > > > > > hi, > >> > > > > > > > > > > > > >> > > > > > > > > > > > i will post the first version of the > > PSSM for a sun as > >> > > > directional > >> > > > > > > > > > lights. > >> > > > > > > > > > > > > >> > > > > > > > > > > > Please help in test, debug, and > > optimisation, than we > >> can > >> > > > > > > integrate it > >> > > > > > > > > > into OSG core, i would like doing this as > > soon as > >> possible. > >> > > > > > > > > > > > > >> > > > > > > > > > > > call in a console... > >> > > > > > > > > > > > PSSM --help > >> > > > > > > > > > > > > >> > > > > > > > > > > > example > >> > > > > > > > > > > > PSSM.exe dumptruck.osg --noUpdate > > --mapcount 3 > >> > > > > > > > > > > > PSSM.exe dumptruck.osg --noUpdate > > --mapcount 3 > >> --NO-DEBUG > >> > > > > > > > > > > > > >> > > > > > > > > > > > > >> > > > > > > > > > > > * we need a better GLSL shader ! My > > version isn't yet > >> good > >> > > > enough > >> > > > > > > (and > >> > > > > > > > > > robust) > >> > > > > > > > > > > > > >> > > > > > > > > > > > * i guess there is still a little bug, > > the near-far > >> clipping > >> > > > plane > >> > > > > > > for > >> > > > > > > > > > the each camera (shadow) > >> > > > > > > > > > > > > >> > > > > > > > > > > > * ... > >> > > > > > > > > > > > > >> > > > > > > > > > > > others > >> > > > > > > > > > > > > >> > > > > > > > > > > > thanks for help > >> > > > > > > > > > > > > >> > > > > > > > > > > > > >> > > > > > > > > > > > / adrian > >> > > > > > > > > > > > > >> > > > > > > > > > > > -- > >> > > > > > > > > > > > > >> > > > ******************************************** > >> > > > > > > > > > > > Adrian Egli > >> > > > > > > > > > > > > >> > > > > > > > > > > > >> > > > > > > > > > > > >> > > > > > > > > > > > >> > > > > > > > > > > -- > >> > > > > > > > > > > > >> ******************************************** > >> > > > > > > > > > > Adrian Egli > >> > > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > -- > >> > > > > > > > > > > >> ******************************************** > >> > > > > > > > > > Adrian Egli > >> > > > > > > > > > > >> > > > > > > > > > > >> > > > > > > > > > -- > >> > > > > > > > > > > >> ******************************************** > >> > > > > > > > > > Adrian Egli > >> > > > > > > > > > > >> > > > > > > > > > >> > > > > > > > > >> > > > > > > > >> > > > > > > > >> > > > > > > > >> > > > > > > -- > >> > > > > > > ******************************************** > >> > > > > > > Adrian Egli > >> > > > > > > _______________________________________________ > >> > > > > > > osg-users mailing list > >> > > > > > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > >> > > > > > > > >> > > > > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > < > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > >> > > > > > > > >> > > > > > > > >> > > > > > _______________________________________________ > >> > > > > > osg-users mailing list > >> > > > > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > >> > > > > > > >> > > > > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > > > > > >> > > > > > >> > > > > > >> > > > > > >> > > > > -- > >> > > > > ******************************************** > >> > > > > Adrian Egli > >> > > > > > >> > > > > >> > > > > >> > > > > >> > > > -- > >> > > > ******************************************** > >> > > > Adrian Egli > >> > > > _______________________________________________ > >> > > > osg-users mailing list > >> > > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > >> > > > > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > > > >> > > > > >> > > > > >> > > _______________________________________________ > >> > > osg-users mailing list > >> > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > >> > > > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > < > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > >> > > > >> > > >> > > >> > > >> > -- > >> > ******************************************** > >> > Adrian Egli > >> > >> > >> > >> -- > >> ******************************************** > >> Adrian Egli > >> _______________________________________________ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > >> > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > < > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > > > > > > > > > > -- > > ******************************************** > > Adrian Egli > > > > > > > > > > -- > > ******************************************** > > Adrian Egli > > > >------------------------------------------------------------------------ > > > >_______________________________________________ > >osg-users mailing list > >osg-users@lists.openscenegraph.org > >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- ******************************************** Adrian Egli
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