Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-16 Thread Jean-Sébastien Guay

Hello Adrian,

would it be possible to submit the latest code into the 
SVN repository.


I suggest you remove the --NVidia option as well in your submission, if 
it's not required anymore it can be misleading to users.


J-S
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-18 Thread Adrian Egli OpenSceneGraph (3D)
Tested on:
NVidia 570M / dual core / windows vista
ATI X1600M / dual core / windows xp

regards


2008/5/18 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:

> Hi all
>
> ready to check in. please test
>
> regards adrian
>
> 2008/5/16 Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>
> Hello Adrian,
>>
>>  would it be possible to submit the latest code into the SVN repository.
>>>
>>
>> I suggest you remove the --NVidia option as well in your submission, if
>> it's not required anymore it can be misleading to users.
>>
>> J-S
>> --
>> __
>> Jean-Sebastien Guay[EMAIL PROTECTED]
>>   http://www.cm-labs.com/
>>http://whitestar02.webhop.org/
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>>
>
>
>
> --
> 
> Adrian Egli




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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-19 Thread Zoltán
Adrian Egli OpenSceneGraph (3D) wrote on Sunday 18 May 2008:
> ready to check in. please test

Hi Adrian,

I downloaded OSG 2.4.0 and replaced the 3 files:

osgshadow.cpp
ParallelSplitShadowMap
ParallelSplitShadowMap.cpp

by what you provided. In short, it doesn't work for me :-(

The ShadowTexture (--st) is the only shadow technique that 
works on my system (Linux openSuSE 10.3, ATI-X300 with 
proprietary fglrx driver), but this worked the same with 
2.3.4 (svn)

There seems to be a lot of arguments for --pssm, I tried 
some but they all produce the same : nothing to be seen, 
and "Warning: detected OpenGL error 'invalid operation' 
after RenderBin::draw(,)"

.../OpenSceneGraph/Data > osgshadow --pssm -2
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
[...]
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
.../OpenSceneGraph/Data >

Are there some arguments I should try ?


Bye

Zoltán


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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-19 Thread Zoltán
Zoltán wrote on Monday 19 May 2008:
> Adrian Egli wrote on Sunday 18 May 2008:
> > ready to check in. please test

> The ShadowTexture (--st) is the only shadow technique
> that works on my system (Linux openSuSE 10.3, ATI-X300
> with proprietary fglrx driver), but this worked the same
> with 2.3.4 (svn)

Well, not exactly true: --ssm sort of does something, but 
not what it should. I can see the glider and the base, some 
shadows moving, but not where they should.

.../OpenSceneGraph/Data > osgshadow --ssm --base glider.osg
glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) failed to link, no vertex shader(s) 
defined.
Fragment Shader not supported by HW
.../OpenSceneGraph/Data >

Hum, no shader in hardware ... let's see:

.../OpenSceneGraph/Data > glxinfo | grep -i shader
GL_ARB_fragment_program, GL_ARB_fragment_shader, 
GL_ARB_multisample,
GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_shader_objects,
GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_window_pos,
GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, 
GL_ATI_fragment_shader,
.../OpenSceneGraph/Data >  

So there is some shader in the HW, but not recognised. Apart 
from the obvious (ATI drivers suck) I don't know what to 
think of this.

> .../OpenSceneGraph/Data > osgshadow --pssm -2
> PSSM PolygonOffset: units=0.5 factor=0.5
> PSSM PolygonOffset: units=0.5 factor=0.5
> PSSM PolygonOffset: units=0.5 factor=0.5

BTW, this proves that I tested the 2.4.0 OSG, because these 
values are different in 2.3.4

bye

Zoltán





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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-19 Thread Zoltán
Adrian Egli OpenSceneGraph (3D) wrote on Monday 19 May 2008:
> please retest
>
> test with:
> export OSG_Window=""
> osgshadow --pssm --SingleThreaded

same... I'll try with another Linux. Will take some time

bye

Zoltán



> 2008/5/19 Zoltán <[EMAIL PROTECTED]>:
> > Adrian Egli wrote on Sunday 18 May 2008:
> > > ready to check in. please test
> >
> > Hi Adrian,
> >
> > I downloaded OSG 2.4.0 and replaced the 3 files:
> >
> > osgshadow.cpp
> > ParallelSplitShadowMap
> > ParallelSplitShadowMap.cpp
> >
> > by what you provided. In short, it doesn't work for me
> > :-(
> >
> > The ShadowTexture (--st) is the only shadow technique
> > that works on my system (Linux openSuSE 10.3, ATI-X300
> > with proprietary fglrx driver), but this worked the
> > same with 2.3.4 (svn)
> >
> > There seems to be a lot of arguments for --pssm, I
> > tried some but they all produce the same : nothing to
> > be seen, and "Warning: detected OpenGL error 'invalid
> > operation' after RenderBin::draw(,)"
> >
> > .../OpenSceneGraph/Data > osgshadow --pssm -2
> > PSSM PolygonOffset: units=0.5 factor=0.5
> > PSSM PolygonOffset: units=0.5 factor=0.5
> > PSSM PolygonOffset: units=0.5 factor=0.5
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > [...]
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > Warning: detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,)
> > .../OpenSceneGraph/Data >
> >
> > Are there some arguments I should try ?
> >
> >
> > Bye
> >
> > Zoltán
> >
> >
> > --
> >
> > 
> >
> > Zoltan
> >
> > http://sourceforge.net/projects/zsim
> > 
> >
> >
> > ___
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> >openscenegraph.org



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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-19 Thread Adrian Egli OpenSceneGraph (3D)
this version isn't working, well. so the last version is working. you have
an issue with suse linux. they don't really support glsl shaders. !

2008/5/19 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:

> please retest
>
>
>
> test with:
> export OSG_Window=""
> osgshadow --pssm --SingleThreaded
>
> i had black texture with set osg window
>
>
>
> 2008/5/19 Zoltán <[EMAIL PROTECTED]>:
>
> Adrian Egli OpenSceneGraph (3D) wrote on Sunday 18 May 2008:
>> > ready to check in. please test
>>
>> Hi Adrian,
>>
>> I downloaded OSG 2.4.0 and replaced the 3 files:
>>
>> osgshadow.cpp
>> ParallelSplitShadowMap
>> ParallelSplitShadowMap.cpp
>>
>> by what you provided. In short, it doesn't work for me :-(
>>
>> The ShadowTexture (--st) is the only shadow technique that
>> works on my system (Linux openSuSE 10.3, ATI-X300 with
>> proprietary fglrx driver), but this worked the same with
>> 2.3.4 (svn)
>>
>> There seems to be a lot of arguments for --pssm, I tried
>> some but they all produce the same : nothing to be seen,
>> and "Warning: detected OpenGL error 'invalid operation'
>> after RenderBin::draw(,)"
>>
>> .../OpenSceneGraph/Data > osgshadow --pssm -2
>> PSSM PolygonOffset: units=0.5 factor=0.5
>> PSSM PolygonOffset: units=0.5 factor=0.5
>> PSSM PolygonOffset: units=0.5 factor=0.5
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> [...]
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> Warning: detected OpenGL error 'invalid operation' after
>> RenderBin::draw(,)
>> .../OpenSceneGraph/Data >
>>
>> Are there some arguments I should try ?
>>
>>
>> Bye
>>
>> Zoltán
>>
>>
>> --
>>
>> 
>>
>> Zoltan
>>
>> http://sourceforge.net/projects/zsim
>> 
>>
>>
>> ___
>> 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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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
Hi all windows USERS, did it work for you, and on which hardware

http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar

thanks

2008/5/19 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:

> this version isn't working, well. so the last version is working. you have
> an issue with suse linux. they don't really support glsl shaders. !
>
> 2008/5/19 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
>
> please retest
>>
>>
>>
>> test with:
>> export OSG_Window=""
>> osgshadow --pssm --SingleThreaded
>>
>> i had black texture with set osg window
>>
>>
>>
>> 2008/5/19 Zoltán <[EMAIL PROTECTED]>:
>>
>> Adrian Egli OpenSceneGraph (3D) wrote on Sunday 18 May 2008:
>>> > ready to check in. please test
>>>
>>> Hi Adrian,
>>>
>>> I downloaded OSG 2.4.0 and replaced the 3 files:
>>>
>>> osgshadow.cpp
>>> ParallelSplitShadowMap
>>> ParallelSplitShadowMap.cpp
>>>
>>> by what you provided. In short, it doesn't work for me :-(
>>>
>>> The ShadowTexture (--st) is the only shadow technique that
>>> works on my system (Linux openSuSE 10.3, ATI-X300 with
>>> proprietary fglrx driver), but this worked the same with
>>> 2.3.4 (svn)
>>>
>>> There seems to be a lot of arguments for --pssm, I tried
>>> some but they all produce the same : nothing to be seen,
>>> and "Warning: detected OpenGL error 'invalid operation'
>>> after RenderBin::draw(,)"
>>>
>>> .../OpenSceneGraph/Data > osgshadow --pssm -2
>>> PSSM PolygonOffset: units=0.5 factor=0.5
>>> PSSM PolygonOffset: units=0.5 factor=0.5
>>> PSSM PolygonOffset: units=0.5 factor=0.5
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> [...]
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> Warning: detected OpenGL error 'invalid operation' after
>>> RenderBin::draw(,)
>>> .../OpenSceneGraph/Data >
>>>
>>> Are there some arguments I should try ?
>>>
>>>
>>> Bye
>>>
>>> Zoltán
>>>
>>>
>>> --
>>>
>>> 
>>>
>>> Zoltan
>>>
>>> http://sourceforge.net/projects/zsim
>>> 
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>>
>> --
>> 
>> Adrian Egli
>
>
>
>
> --
> 
> Adrian Egli




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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Ralph Kern

Adrian Egli OpenSceneGraph (3D) schrieb:


Hi all windows USERS, did it work for you, and on which hardware
 
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar




WinXP SP2 NVIDIA FX5700:
I can see shadows, in the first test as red or green ones, the other 
ones as darker areas.


But I wonder because I always see the four times the same demo scene, 
some basic shapes (spheres, cube, cylinder, ...) rotating. Shouldn't it 
be different scenes?


WinXP SP2 ATI RADEON X1600, dual monitor

only 4th scene showing shadows, 3rd scene shows some flickering shadows.

regards Ralph

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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
did you used demo.bat ?

2008/5/20 Ralph Kern <[EMAIL PROTECTED]>:

> Adrian Egli OpenSceneGraph (3D) schrieb:
>
>>
>> Hi all windows USERS, did it work for you, and on which hardware
>>
>> http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
>>
>>
> WinXP SP2 NVIDIA FX5700:
> I can see shadows, in the first test as red or green ones, the other ones
> as darker areas.
>
> But I wonder because I always see the four times the same demo scene, some
> basic shapes (spheres, cube, cylinder, ...) rotating. Shouldn't it be
> different scenes?
>
> WinXP SP2 ATI RADEON X1600, dual monitor
>
> only 4th scene showing shadows, 3rd scene shows some flickering shadows.
>
> regards Ralph
>
>
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Ralph Kern

Adrian Egli OpenSceneGraph (3D) schrieb:

did you used demo.bat ?


yes... and I can see in the command window that it should call up 
different ive files, but it is always the same demo scene.




2008/5/20 Ralph Kern <[EMAIL PROTECTED] 
>:


But I wonder because I always see the four times the same demo
scene, some basic shapes (spheres, cube, cylinder, ...) rotating.
Shouldn't it be different scenes?



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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Ralph Kern

I see: in your demo.bat the line setting the file path is commented out:

REM set OSG_FILE_PATH=.;DATA

removing the REM shows the scenes 1 .. 3 correct on NVIDIA Geforce 5700 
Win XP SP2.


on ATI Radeon X1600 Dual monitor the 1st and 3rd scene shows only a 
small flickering outline where the shadow border should be. The chess 
scene is entirely black.


For your 4th scene there are no ive files cannes.ive and bati.ive in 
your rar file?


regards Ralph

Ralph Kern schrieb:

Adrian Egli OpenSceneGraph (3D) schrieb:

did you used demo.bat ?


yes... and I can see in the command window that it should call up 
different ive files, but it is always the same demo scene.




2008/5/20 Ralph Kern <[EMAIL PROTECTED] 
>:


But I wonder because I always see the four times the same demo
scene, some basic shapes (spheres, cube, cylinder, ...) rotating.
Shouldn't it be different scenes?





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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Jean-Sébastien Guay

Hello Adrian,


Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar


Sorry, I was away for the weekend. I had to edit your demo.bat for two 
things:


a) like Ralph, I removed the REM from the line that sets OSG_FILE_PATH.
b) I added --screen 0 to all the osgshadow command lines.

With those two corrections, all four scenes render correctly, with shadows.

OS: Windows Vista 32 bit
HW: Intel QX6600, GeForce 8800GTX.

If I did not add --screen 0, the shadows flicker a lot. So that, in 
addition to having to run single threaded, will have to be fixed in the 
future...


Good work.

J-S
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
Hi all, i have updated it with the latest info. removed rem and added
--screen 0


http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar


thanks for continuing testing.

adrian

2008/5/20 Jean-Sébastien Guay <[EMAIL PROTECTED]>:

> Hello Adrian,
>
>  Hi all windows USERS, did it work for you, and on which hardware
>>
>> http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
>>
>
> Sorry, I was away for the weekend. I had to edit your demo.bat for two
> things:
>
> a) like Ralph, I removed the REM from the line that sets OSG_FILE_PATH.
> b) I added --screen 0 to all the osgshadow command lines.
>
> With those two corrections, all four scenes render correctly, with shadows.
>
> OS: Windows Vista 32 bit
> HW: Intel QX6600, GeForce 8800GTX.
>
> If I did not add --screen 0, the shadows flicker a lot. So that, in
> addition to having to run single threaded, will have to be fixed in the
> future...
>
> Good work.
>
> J-S
> --
> __
> Jean-Sebastien Guay[EMAIL PROTECTED]
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Zoltán
Adrian Egli OpenSceneGraph (3D) wrote on Wednesday 21 May 
2008:
> test
> osgshadow --pssm --SingleThreaded  --no-base-texture

# osgshadow --pssm --SingleThreaded --no-base-texture
starting viewer loop...
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after 
RenderBin::draw(,)
#


is there a way to investigate this "Warning: detected OpenGL 
error 'invalid operation' after RenderBin::draw(,)" ?

I've changed the osgshadow example to:

std::cout << "starting viewer loop..." << std::endl;
while (!viewer.done())
{
viewer.frame();
}

so the problem is in viewer.frame();
As before, --st (ShadowTexture) works well.


bye 

Zoltán



> 2008/5/20 Adrian Egli OpenSceneGraph (3D) 
<[EMAIL PROTECTED]>:
> > Hi all, i have updated it with the latest info. removed
> >
> > thanks for continuing testing.




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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Ralph Kern

Adrian Egli OpenSceneGraph (3D) schrieb:

Hi all,

i still come around with some changes. :-) now the near - far clip plane 
are more optimized, but i hope it's shows still correct shadows for all 
of your test cases.


Its updated with latest PSSM version (from this morning,MEZ)
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
(use the demo.bat)

and in the attachement you will find the latest source.

test
osgshadow --pssm --SingleThreaded  --no-base-texture




just checked again. I removed the other two REM's on PATH and 
LIBRARY_PATH to get the program running.


Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).

On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using 
screen 0 with 70 fps. There is a small lit line (< 1 pix wide) around 
the buildings like a self shadow offset which is to large. Chess scene 
is still entirely black.


regards Ralph

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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Adrian Egli OpenSceneGraph (3D)
Hi all again,

now i came from ATI X1600M test, same artifact as you described, small
shadowed line. i will try to figure out where it comes from. i guess we have
to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be.
may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check this
with the option
for polygonoffset and tell me what is a good offset.

thanks adrian

2008/5/21 Ralph Kern <[EMAIL PROTECTED]>:

> Adrian Egli OpenSceneGraph (3D) schrieb:
>
>> Hi all,
>>
>> i still come around with some changes. :-) now the near - far clip plane
>> are more optimized, but i hope it's shows still correct shadows for all of
>> your test cases.
>>
>> Its updated with latest PSSM version (from this morning,MEZ)
>>
>> http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
>> (use the demo.bat)
>>
>> and in the attachement you will find the latest source.
>>
>> test
>> osgshadow --pssm --SingleThreaded  --no-base-texture
>>
>>
>>
> just checked again. I removed the other two REM's on PATH and LIBRARY_PATH
> to get the program running.
>
> Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
>
> On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using screen 0
> with 70 fps. There is a small lit line (< 1 pix wide) around the buildings
> like a self shadow offset which is to large. Chess scene is still entirely
> black.
>
> regards Ralph
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-27 Thread Robert Osfield
Hi Adrian,

I have run out of day, in my day long merge spree, so I'll need to
start up again tomorrow, at which point I'll check out your latest
changes.   If you have any further updates to the ones sent of the
23rd May please just send them through,

Cheers,
Robert.

On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
<[EMAIL PROTECTED]> wrote:
> Latest Version to Test, i tested this on:
>
> ATI X1600 M : Windows Vista
>
> osgshadow --pssm --SingleThreaded --screen 0 -3
>
>
> 2008/5/21 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
>>
>> Hi all again,
>>
>> now i came from ATI X1600M test, same artifact as you described, small
>> shadowed line. i will try to figure out where it comes from. i guess we have
>> to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be.
>> may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check this
>> with the option
>> for polygonoffset and tell me what is a good offset.
>>
>> thanks adrian
>>
>> 2008/5/21 Ralph Kern <[EMAIL PROTECTED]>:
>>>
>>> Adrian Egli OpenSceneGraph (3D) schrieb:

 Hi all,

 i still come around with some changes. :-) now the near - far clip plane
 are more optimized, but i hope it's shows still correct shadows for all of
 your test cases.

 Its updated with latest PSSM version (from this morning,MEZ)

 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
 (use the demo.bat)

 and in the attachement you will find the latest source.

 test
 osgshadow --pssm --SingleThreaded  --no-base-texture


>>>
>>> just checked again. I removed the other two REM's on PATH and
>>> LIBRARY_PATH to get the program running.
>>>
>>> Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
>>>
>>> On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using screen
>>> 0 with 70 fps. There is a small lit line (< 1 pix wide) around the buildings
>>> like a self shadow offset which is to large. Chess scene is still entirely
>>> black.
>>>
>>> regards Ralph
>>>
>>> ___
>>> osg-users mailing list
>>> 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
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-27 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

At the moment the 23 May version is ready for submission :-). So you can
update this version in SVN.

cheers
adrian

2008/5/27 Robert Osfield <[EMAIL PROTECTED]>:

> Hi Adrian,
>
> I have run out of day, in my day long merge spree, so I'll need to
> start up again tomorrow, at which point I'll check out your latest
> changes.   If you have any further updates to the ones sent of the
> 23rd May please just send them through,
>
> Cheers,
> Robert.
>
> On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
> <[EMAIL PROTECTED]> wrote:
> > Latest Version to Test, i tested this on:
> >
> > ATI X1600 M : Windows Vista
> >
> > osgshadow --pssm --SingleThreaded --screen 0 -3
> >
> >
> > 2008/5/21 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
> >>
> >> Hi all again,
> >>
> >> now i came from ATI X1600M test, same artifact as you described, small
> >> shadowed line. i will try to figure out where it comes from. i guess we
> have
> >> to set another polygonoffset. 0.5,0.5 is may not as good as it seams to
> be.
> >> may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check
> this
> >> with the option
> >> for polygonoffset and tell me what is a good offset.
> >>
> >> thanks adrian
> >>
> >> 2008/5/21 Ralph Kern <[EMAIL PROTECTED]>:
> >>>
> >>> Adrian Egli OpenSceneGraph (3D) schrieb:
> 
>  Hi all,
> 
>  i still come around with some changes. :-) now the near - far clip
> plane
>  are more optimized, but i hope it's shows still correct shadows for
> all of
>  your test cases.
> 
>  Its updated with latest PSSM version (from this morning,MEZ)
> 
> 
> http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
>  (use the demo.bat)
> 
>  and in the attachement you will find the latest source.
> 
>  test
>  osgshadow --pssm --SingleThreaded  --no-base-texture
> 
> 
> >>>
> >>> just checked again. I removed the other two REM's on PATH and
> >>> LIBRARY_PATH to get the program running.
> >>>
> >>> Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
> >>>
> >>> On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using
> screen
> >>> 0 with 70 fps. There is a small lit line (< 1 pix wide) around the
> buildings
> >>> like a self shadow offset which is to large. Chess scene is still
> entirely
> >>> black.
> >>>
> >>> regards Ralph
> >>>
> >>> ___
> >>> osg-users mailing list
> >>> 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
> >
> 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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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-27 Thread Can T. Oguz
Hi All,

I'm not sure if it's commercially fair to talk about but I need to know your
personal choices. Which graphics hardware is considered to be flawless and
most compatible with OSG? (to be used with Windows XP and Intel
architecture)

Thanks for the patience,

Can
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Depends on your own application, i am working with ATI and NVidia both are
rubost running with OSG. The question isn't really what kind of card is most
robust with OSG, better question is,
which vendor has best OpenGL driver, especially for Windows Based Systems.

but why are you asking this question under PSSM ?


2008/5/28 Can T. Oguz <[EMAIL PROTECTED]>:

> Hi All,
>
> I'm not sure if it's commercially fair to talk about but I need to know
> your personal choices. Which graphics hardware is considered to be flawless
> and most compatible with OSG? (to be used with Windows XP and Intel
> architecture)
>
> Thanks for the patience,
>
> Can
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Can T. Oguz
Should be careful, sorry.

2008/5/28 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:

> Depends on your own application, i am working with ATI and NVidia both are
> rubost running with OSG. The question isn't really what kind of card is most
> robust with OSG, better question is,
> which vendor has best OpenGL driver, especially for Windows Based Systems.
>
> but why are you asking this question under PSSM ?
>
>
> 2008/5/28 Can T. Oguz <[EMAIL PROTECTED]>:
>
>> Hi All,
>>
>> I'm not sure if it's commercially fair to talk about but I need to know
>> your personal choices. Which graphics hardware is considered to be flawless
>> and most compatible with OSG? (to be used with Windows XP and Intel
>> architecture)
>>
>> Thanks for the patience,
>>
>> Can
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> 
> Adrian Egli
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Robert Osfield
Thanks Adrian, changes now merged and submitted.  Could you please
check what I have checked in matches your latest.

A couple of general comments - the chess.ive looks great with the new
updates PSSM, but for town models I have things only work OK when
looking near to straight down and close to the ground, looking along
the ground the results are extremely shaky and unusable.

Robert.

On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
<[EMAIL PROTECTED]> wrote:
> Latest Version to Test, i tested this on:
>
> ATI X1600 M : Windows Vista
>
> osgshadow --pssm --SingleThreaded --screen 0 -3
>
>
> 2008/5/21 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
>>
>> Hi all again,
>>
>> now i came from ATI X1600M test, same artifact as you described, small
>> shadowed line. i will try to figure out where it comes from. i guess we have
>> to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be.
>> may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check this
>> with the option
>> for polygonoffset and tell me what is a good offset.
>>
>> thanks adrian
>>
>> 2008/5/21 Ralph Kern <[EMAIL PROTECTED]>:
>>>
>>> Adrian Egli OpenSceneGraph (3D) schrieb:

 Hi all,

 i still come around with some changes. :-) now the near - far clip plane
 are more optimized, but i hope it's shows still correct shadows for all of
 your test cases.

 Its updated with latest PSSM version (from this morning,MEZ)

 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
 (use the demo.bat)

 and in the attachement you will find the latest source.

 test
 osgshadow --pssm --SingleThreaded  --no-base-texture


>>>
>>> just checked again. I removed the other two REM's on PATH and
>>> LIBRARY_PATH to get the program running.
>>>
>>> Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
>>>
>>> On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using screen
>>> 0 with 70 fps. There is a small lit line (< 1 pix wide) around the buildings
>>> like a self shadow offset which is to large. Chess scene is still entirely
>>> black.
>>>
>>> regards Ralph
>>>
>>> ___
>>> osg-users mailing list
>>> 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
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Robert Osfield
Hi Adrian,

I forgot to mention, on review I spotted that you'd added a:

 osg::Light* _userLight;

Which raises a red flag, as a possible cause for a dangling pointer to
be introduced.  A better pointer type would probably be a ref_ptr<> or
observer_ptr<>.   I have followed up on all the different code paths
that set/use this pointer so it may be perfect safe, but I thought I'd
raise a flag now and let you review the code in the context of what
happens when external objects get deleted.

Robert.
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

can you might post a screenshot of your terrain running with PSSM?
one trick would be to limit the frustum with the option --maxFarDist 250 for
250meter.
this will help to win performance, because we just render a smaller scene,
and the shadow quality become better. i guess we don't need to shadow a
whole terrain, only a sub-scene close enough to the camera.

/adrian

2008/5/28 Robert Osfield <[EMAIL PROTECTED]>:

> Thanks Adrian, changes now merged and submitted.  Could you please
> check what I have checked in matches your latest.
>
> A couple of general comments - the chess.ive looks great with the new
> updates PSSM, but for town models I have things only work OK when
> looking near to straight down and close to the ground, looking along
> the ground the results are extremely shaky and unusable.
>
> Robert.
>
> On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
> <[EMAIL PROTECTED]> wrote:
> > Latest Version to Test, i tested this on:
> >
> > ATI X1600 M : Windows Vista
> >
> > osgshadow --pssm --SingleThreaded --screen 0 -3
> >
> >
> > 2008/5/21 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
> >>
> >> Hi all again,
> >>
> >> now i came from ATI X1600M test, same artifact as you described, small
> >> shadowed line. i will try to figure out where it comes from. i guess we
> have
> >> to set another polygonoffset. 0.5,0.5 is may not as good as it seams to
> be.
> >> may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check
> this
> >> with the option
> >> for polygonoffset and tell me what is a good offset.
> >>
> >> thanks adrian
> >>
> >> 2008/5/21 Ralph Kern <[EMAIL PROTECTED]>:
> >>>
> >>> Adrian Egli OpenSceneGraph (3D) schrieb:
> 
>  Hi all,
> 
>  i still come around with some changes. :-) now the near - far clip
> plane
>  are more optimized, but i hope it's shows still correct shadows for
> all of
>  your test cases.
> 
>  Its updated with latest PSSM version (from this morning,MEZ)
> 
> 
> http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
>  (use the demo.bat)
> 
>  and in the attachement you will find the latest source.
> 
>  test
>  osgshadow --pssm --SingleThreaded  --no-base-texture
> 
> 
> >>>
> >>> just checked again. I removed the other two REM's on PATH and
> >>> LIBRARY_PATH to get the program running.
> >>>
> >>> Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
> >>>
> >>> On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using
> screen
> >>> 0 with 70 fps. There is a small lit line (< 1 pix wide) around the
> buildings
> >>> like a self shadow offset which is to large. Chess scene is still
> entirely
> >>> black.
> >>>
> >>> regards Ralph
> >>>
> >>> ___
> >>> osg-users mailing list
> >>> 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
> >
> 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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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Ok, i will do a review. May there is still a newer version of PSSM on the
other developing system.

cu adrian

2008/5/28 Robert Osfield <[EMAIL PROTECTED]>:

> Hi Adrian,
>
> I forgot to mention, on review I spotted that you'd added a:
>
>  osg::Light* _userLight;
>
> Which raises a red flag, as a possible cause for a dangling pointer to
> be introduced.  A better pointer type would probably be a ref_ptr<> or
> observer_ptr<>.   I have followed up on all the different code paths
> that set/use this pointer so it may be perfect safe, but I thought I'd
> raise a flag now and let you review the code in the context of what
> happens when external objects get deleted.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 

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