Hi
check if you treat directional light in a right way (i mean use light direction
instead of position and such)
28.03.2012, 13:29, Andrey Ibe xry...@gmail.com:
Hi,
i am doing an off-line ray-tracing. at the beginning of the computation i
fetch all the lights and then use them.
the
Hi Mike,
I don't know the root of the problems you've seen yet, but as a
general comment, the ViewDependentShadowMap implementation currently
only implements perspective shadow maps for directional lights, and
fallback to using an orthographic shadow map for positioning lights.
So for you it
Hi Cedric,
The TriStripVisitor is really something that was valuable 5+ years
ago, these days modern graphics cards prefer larger primitive batches
using index triangle meshes, with the index ordering optimized to make
the best use of the vertex cache on the GPUs. The problem with
tri-stripping
Hi Andrew,
Calling setPacking after you've called setData or allocateImage will
break the packing of the image and is not something you should do.
There will circumstances that it would be safe, but in general it
won't be.
What to do about this flexibility of osg::Image that provides the
Hi there
Is there a reason why in ParallelSplitShadowMap, lots of the interesting
members are private? I would like to derive my own PSSM, and implement
multitexturing, but for this I do not have access to _textureUnitOffset, which
is a private member and does't even have a setter method...
Hi and thank you for the quick suggestion.
i double checked. i treat all three types of the light equally, in terms of
vector mathematics. the only difference is the attenuation stuff, but these
values are scalar.
Cheers,
Andrey
--
Read this topic online here:
Hi Daniel,
I would recommend using over ViewDependentShadowMap over
ParallelSplitShadowMap, this does mean use a recent dev release rather
than a stable release but the new shadow technique can do parallel
splits shadow maps as well as perspective shadow maps and make it easy
to switch/between or
Dear all,
I just wanted to do a short test using osg vrpn...
I managed to compile osgVRPN osgVRPNviewer...
It runs, but there's something wrong ? It looks like the camera matrix is
not updated, or more probably it is squashed before the repaint ?
The application is blinking, but no update of the
I'm having an issue with window initialization. The crash occurs on the
GraphicsWindowWin32::setPixelFormat() return.
Specifically within the ~OpenGLContext() destructor on this line:
Line 558- ::DestroyWindow(_hwnd);
The crash seems to be caused by some sort of a race condition but I can't
Just imagine this scenario of a DrawCallBack
struct SnapImage : public osg::Camera::DrawCallback
{
SnapImage(unsigned int format):
_snapImage(false),_format(format)
{
_image = new osg::Image;
_image-setPacking(4);
}
~SnapImage(){};
virtual void
Hi,
Sorry it has taken so long to respond. The joy of releases!
The issue was resolved by updating to the 300 series drivers (had to use a
modified inf file to be able to install drivers more recent than 276 for my
laptop, that is why I didn't try this straight away.)
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