Thanks for the reply... I'll do that and post result.... Thanks,
W

On Thu, Nov 19, 2009 at 4:56 PM, Wojciech Lewandowski <lewandow...@ai.com.pl
> wrote:

>  Hi Wyatt,
>
> Buildings getting darker while light is moving can be a normal thing it is
> simply a result of normal diffuse shading. Can you move camera so close
> that view frustum contains a single building ?. Ideally make it look at 45
> deg from a liitle above. Then make screenshot, with debugHUD. Its really
> important whats on debug hud display.  This will tell me alot. If you have
> problems with 300 kb OSG forum limit, just send this screenshot directly to
> my address.
>
> Cheers,
> Wojtek Lewandowski
>
>
>
>  *From:* Wyatt Earp <wyattbsearp1...@gmail.com>
> *Sent:* Thursday, November 19, 2009 10:45 PM
> *To:* 'OpenSceneGraph Users' <osg-users@lists.openscenegraph.org>
> *Subject:* Re: [osg-users] ShadowMap problem...
>
>  Ok... so I did what you suggested mostly... I took the osgshadow example,
> add my geometry and it worked.  I added another shader on the root node of
> the scenegraph, because in my app, I do that.  I took the shaders from
> ShadowMap.cpp and put them into vert/frag files and loaded them into their
> respective shaders.  That worked too.
>
>
>
> In my application, when I load those shaders from ShadowMap.cpp and use
> them, I see a change in the lighting but it isn’t what I expect.  Rather
> than the objects casting shadows on the terrain, it looks like a shdow is
> being cast over the objects, but it isnt'being cast on the terrain.  The
> best way I can describe it is that it looks like the objects are in the sun
> then a cloud floats between the sun and the object...  I don’t think a
> picture will show what I mean, but here are 3 pictures with the shadow
> moving progressively to the left over the object... note the white building
> in the front gets darker.  But now shadows on the terrain.
>
>
>
> [image: cid:image001.png@01CA692E.7A38B7F0]
>
>
>
> [image: cid:image002.png@01CA692E.7A38B7F0]
>
>
>
>
>
> [image: cid:image003.png@01CA692E.7A38B7F0]
>
>
>
> W
>
>
>
>
>
>
>
> > -----Original Message-----
>
> > From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
>
> > boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay
>
> > Sent: Thursday, November 12, 2009 1:45 PM
>
> > To: OpenSceneGraph Users
>
> > Subject: Re: [osg-users] ShadowMap problem...
>
> >
>
> > Hi Wyatt,
>
> >
>
> > > Any suggestions?
>
> >
>
> > Not really. At this point you'll probably have to trace into OSG to
>
> > make
>
> > sure the shadow map traversal is getting to the right objects (i.e.
>
> > your
>
> > masks are set correctly), and check your shaders (perhaps even try with
>
> > the basic shaders that LISPSM uses by default for starters). Also, try
>
> > to start with the osgShadow example, and work up progressively to
>
> > something similar to what you have in your app, and perhaps in the
>
> > process you'll find out what's not working. If not, then at least
>
> > you'll
>
> > have a small app that can demonstrate the problem, which we might be
>
> > able to help with.
>
> >
>
> > Hope this helps,
>
> >
>
> > J-S
>
> > --
>
> > ______________________________________________________
>
> > Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
>
> >                                 http://www.cm-labs.com/
>
> >                          http://whitestar02.webhop.org/
>
> > _______________________________________________
>
> > osg-users mailing list
>
> > osg-users@lists.openscenegraph.org
>
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-
>
> > openscenegraph.org
>
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