On 7.1.2014 22:12, Garrett Cope wrote:
I am using the VDSM implementation and passing in the 4 planes as found in
assignTexGenSettings(...), but they seem to be different than what is actually
found in the built-ins during shader execution. I am guessing there is some
sort of modelview transfo
Hi,
I've been working on updating our shaders to remove the deprecated built-ins.
I've gotten stuck on the gl_EyePlanes as used to compute projected shadow
texture coordinates as follows (same convention as osg-generated shadow
shaders):
Code:
gl_TexCoord[shadowTextureUnit0].s = dot( ecPosit
Hi all.
I notice that you can specify the texture unit for SoftShadowMap:
void SoftShadowMap::setJitterTextureUnit(unsigned int jitterTextureUnit)
{
_jitterTextureUnit=jitterTextureUnit;
}
However, in the method void SoftShadowMap::createUniforms()
I notice the following code:
_jitterTex
Hello,
i'm creating terrains using USGS tiles 256x265 pixel at 5 meter/pixel, and NED1
(30 meter/pixel).
The following image is part of a 40km x 40km terrain of Mount St. Helens, and
shows artifacts at the level 4 (the maximum level)
The problem is with lighting on (a problems of "normals"?).
Hi,
I'm using a simple png texture with some transparency to render a glass effect.
Outside the model (you can think to a glass of a car) all looks good, but
inside the model (for example at drive place) the glass is black. This is
obvious because culling: I'm able to disable this using GL_CULL
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