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 > > ------------------------------ > > _______________________________________________ > 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 > >
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