Hi all, I actually posted about a similar issue 3 days ago, and included screenshots and a cpp file, but my post never made it on to the list. It may have been filtered due to attachments on first post.
Anyway, I think there is a general regression in osgShadow from 2.8.3 to 3.0.1. The problem that I was seeing was with SoftShadowMap where the shaded areas are transparent. It is easily reproducible in the osgShadow example by making the SoftShadow technique default, and adding GL_BLEND to the default model 3 stateset. If GL_BLEND is enabled, shadows make the receiver object transparent in the areas where the shadows are projected. I tracked this down to a change in the shader code where shadows values were changed from a vec4 to a float. Using the original shader from 2.8.3 works fine, but the current one is broken. Cheers, Morné On Fri, Dec 2, 2011 at 6:53 PM, Wojciech Lewandowski <w.p.lewandow...@gmail.com> wrote: > Hi, Guys, > > I think I see the reason why Robert commented it. For spotlights ambient > factor should be attenuated with distance from light. It would be hard to > compute attenuation in frag shader without assistance of vertex shader. I > would bet it would be possible but very tricky, though. Anyway, IMHO when > that line is commented its worse because such ambient factor is both wrong > for directional and spot lights. > That issue again proves that there is no silver bullet for shadow technique > shaders. Depending on what your app does you may need different set of > shaders, if not whole technique. > So maybe you guys should consider passing in your own shaders (copied from > 2.8 version) to make that look right again... > > Cheers, > Wojtek Lewandowski > > > 2011/12/1 Wojciech Lewandowski <w.p.lewandow...@gmail.com> >> >> Hi, Michael, >> >> Well, then I guess addition of gl_FrontLightProduct[0] should be >> uncomented. And thats a missing piece of the puzzle... SVN Blame shows that >> Robert commented it in 12737 rev on 29th of July. I guess its time to ask >> Robert what to do with this. >> >> Cheers, >> WL >> >> >> 2011/12/1 Michael Guerrero <mjgue...@nps.edu> >>> >>> Hi Wojtek, >>> >>> It certainly did seem as though I completely missed the addition with >>> gl_FrontLightProduct[0].ambient. >>> Unfortunately what happened was that after I copy/pasted it in the >>> message I removed the quotes around it and more importantly the comment >>> characters "//". Here is a link to the file in question: >>> >>> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/tags/OpenSceneGraph-3.0.1/src/osgShadow/StandardShadowMap.cpp >>> >>> FYI, that piece of code looks the same on the trunk: >>> >>> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgShadow/StandardShadowMap.cpp >>> >>> ------------------ >>> Read this topic online here: >>> http://forum.openscenegraph.org/viewtopic.php?p=44170#44170 >>> >>> >>> >>> >>> >>> _______________________________________________ >>> 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