] Advice on interacting with osgShadow
Wojtek,
Just grab them from StandardShadowMap via getShadowVertexShader() &
getShadowFragmentShader().
Ah. I missed that. Perils of browsing source via the website, I guess...
Thanks,
D
Wojtek,
Just grab them from StandardShadowMap via getShadowVertexShader()
> & getShadowFragmentShader().
>
Ah. I missed that. Perils of browsing source via the website, I guess...
Thanks,
David
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David,
> I saw this. Maybe I'm being daft, but presumably this only helps when you
> have the SAME shader for the entire shadowed scene? I have a situation where
> > the shadowed objects have a variety of different shaders. If I'm missing
> something obvious, my apologies.
Thats true. But oppo
Dear Wojciech, J-S,
> All classes belonging to ViewDependentShadow group derive shaders from
> StandardShadowMap. If you look at these shaders you will notice that they
> are split into main vertex and fragment shader and shadow vertex and
> fragment shader.
>
I saw this. Maybe I'm being daft, b
ld be able to everride proper shadow class and their internal ViewData
class and adjust this fuctionality where needed.
Cheers,
Wojtek
- Original Message -
From: David Spilling
To: OpenSceneGraph Users
Sent: Thursday, October 23, 2008 2:04 PM
Subject: Re: [osg-users] Advi
Hi David,
Good to know you've got some progress.
Regarding shader management, I think that it *would *be appropriate for
OSG to provide something here. ( Obviously I realise that this is a
large amount of code - I'm arguing about the appropriateness, not
actually demanding that someone provid
Hi J-S, Wojciech,
Thanks for the help. I've got shadow maps working (I'm on 2.6.1) and when I
get round to it, I'll migrate up to the 2.7 ViewDependant stuff and see if I
can get the other techniques working as well.
> Now, an add-on library could be written that would help unify the art
> pipel
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we add,
Hi Wojtek,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional requests
from others. Once you managed to solve your blending issue this discussion
seems purely academic. Lets wait for some practical problems to appear. I
think this is actually best choice. With every piece we add,
Hi Wojtek,
However, I understand that overridng proper Shadow class and their
ViewData might be bit more complicated than overriding simpler things
like node callback. So as a mid-solution for those lazy or those who
don't know how to override a class, I would propose adding
SetShadowMapCamer
tober 15, 2008 10:21 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Advice on interacting with osgShadow
Hi Wojtek,
Turning on AlphaTest/AlphaFunc is not mutually exclusive with RenderBin
override. I don't want to make decision that has to be its either this or
tha
J-S,
I agree. I will make proposed changes and resubmit. I will do it tomorrow.
Cheers,
Wojtek
-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Wednesday, October 15, 2008 10:21 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Advice on
Hi Wojtek,
Turning on AlphaTest/AlphaFunc is not mutually exclusive with RenderBin
override. I don't want to make decision that has to be its either this or
that. I would like to leave RenderBin override as default. I would also add
setShadowMapRenderingSettings/getShadowMapRenderingSettings met
J-S,
>> I suppose that single overriden render bin with AlphaFunc/AlphaTest
>> turned only when needed should be faster in theory. Other options turn
>> AlphaFunce even when not needed. But in practice I doubt difference will
>> be noticable.
>>
>> Even though you managed to activate AlphaFunc, I
Hello Wojtek,
I suppose that single overriden render bin with AlphaFunc/AlphaTest
turned only when needed should be faster in theory. Other options turn
AlphaFunce even when not needed. But in practice I doubt difference will
be noticable.
Even though you managed to activate AlphaFunc, I agr
Hi J-S,
It looks like we are in sort of counter-phase.You convinced me to your
arguments in the same time as I convinced you to mine ;-)
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy with
the status
Hi Wojtek,
I think your observations prove that AlphaFunc is activated by
Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest
is to activate it explicitly as a node state attribute whenever BLEND is
activated or TransparentBin is selected through RenderingBin hint. That
way
Hi Wojtek,
J-S please look at this and add/adapt to your needs.
Looks good and extensible too. Works fine as I expected.
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy
with the status quo if no one n
Hi J-S,
I have sent proposed tweaks for submission.
I think your observations prove that AlphaFunc is activated by Transparent
bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it
explicitly as a node state attribute whenever BLEND is activated or
TransparentBin is sel
Hi Robert, J-S,
Attached are proposed fixes to supress overly aggressive optimizations in
StandardShadowMap rendering. I added ShadowMapRenderingSettings enum and
setShadowMapRenderingSettings / getShadowMapRenderingSettings methods to
provide mechanism for similar tweaks in the future.
J-S
Hi Wojtek,
Ok, now I think I understand - I will submit fix for this case or if You
prefer you may do it. Basically we would want to add setter and getter
for the flag which will turn off render bin override, right ?
Hmmm... I added an osg::AlphaFunc with comparison GL_GREATER 0.0 to the
roo
Hi J-S,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's that?
Hi David,
Thanks for the help.
My pleasure.
While I'm here, is there any reason why the shaded objects shouldn't do
the TexGen in a vertex shader?
They do... :-)
Thinking about it though, I suppose that setting shadowCast to false on
an intermediate node between the mirror and the reflec
Hi Wojtek,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's t
Dear J-S,
Thanks for the help.
If you're using the ViewDependentShadow techniques, they already disable
> shaders while rendering the shadow pass.
Ah - I hadn't spotted that in the code yet. So no problems there then.
While I'm here, is there any reason why the shaded objects shouldn't do the
Hi David, J-S
As usual, Great thanks to J-S for doing my work ;-) But I would like to
clarify the blending issue you mentioned.
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth o
Hi David,
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth only pass. Fortunately my expensive shaders sit
above the object's scenegraph, and so I can envisage an approach in
whic
Dear All,
I'm just picking up osgShadow, and have a couple of questions that I would
appreciate some advice on. The intention is to use one of the ShadowMap type
methods.
Case1 : Shadow casters already have expensive fragment shaders
In the case where the objects that are casting shadows have ex
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