Hi Wang
Thanks for the Link. This is a really simple example.
Is there a more advanced example working with the depth buffer, multiple lights
and applying shadows rendered in a separate shadow pass? This is the stuff i'm
kind of stuck...
Wang Rui wrote:
> Hi Daniel,
>
> Why not first have a
Hi Daniel,
Why not first have a look at the osgRecipes project which is also the code
repo of the book OpenSceneGraph Cookbook. It does has a very simple
deferred shading example in chapter 6. The book may require you to buy it
but the code is totally free at:
https://github.com/xarray/osgRecipes/
Hi Sebastian
You were talking about a deferred shading example. Do you have any example code
you could provide? I'm just about to start with deferred shading and I'm very
interested in having a look...
Regards
Daniel
Sebastian Messerschmidt wrote:
> Hi Micael,
>
> Feel free to ask If you en
Hi,
Thanks for the quick answers :D
So the first thing I did was to setup two cull callbacks, the first one sets
the camera inverse view matrix to a uniform for the geometry pass like this
(camera->getRenderTargetCamera()->getInverseViewMatrix()) and is attached to
the g-buffer camera. The sec
Hi Micael,
as J-S already pointed out, you have to be aware of the space you are
working in.
I don't really agree that it has to be done directly in world space, but
that is not important, as you can get correct results in view-space too.
In my point light lighting pass I do:
Vertex:
varying
Hi Mical,
I recently have been trying to get a deferred rendering system to work using
osg.
Lots of fun to come! :-)
First of all in almost all the tutorials I've seen so far, the normal vector
was multiplied by the normal matrix (gl_NormalMatrix), but when I did so in my
geometry vert
Hi,
I recently have been trying to get a deferred rendering system to work using
osg.
First of all in almost all the tutorials I've seen so far, the normal vector
was multiplied by the normal matrix (gl_NormalMatrix), but when I did so in my
geometry vertex shader, I had strange results (th
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