dear
I hope get the dairy openscenegraph information evenyday.
best wishes to you.___
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Hi,
No shadow with 0,0,1 is a bug. I'm not sure where ist comes from.
The length in the shader was a test I forgot to revert this change.
-viewspacePosition.z shold be used instead in both cases.
1000.0 is my far plane, i write the depth value unormalized [near, far].
Thank you!
Cheers,
Marcel
Hi Aurelien,
I am seeing you are using custom API for the textures. My case was pure
OpenGL (which I don;t think it makes any difference). I found the way to
reuse the texture I am creating and only installing new
Texture::TextureObject from my initial attempt. The not implemented
release is
Hi.
I've been thinking some more about my misplaced shadows, and I finally came
to realize that the fragment shaders of the first pass (that fill
G-buffers) produce fragments in Screen space, not in World space, and thus
all G-buffers contain Screen space fragments. That's why shadow Screen
space
Hi,
In your current implementation you store your fragment positions in world space
and use them for lighting in the final fragment shader.
If you pass a matrix uniform to this pass, that translates from world space to
screen space of the light pass, you can calculate your shadow texcoords.
So
Hi David,
Thanks for the suggestion of the singleton design . I tried to design a
template base class as follows :
Code:
namespace osgOpenCL
{
/**
This class helps to build the singleton design pattern.
Here you have full control over construction and deconstruction
of the object.
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