Hi everyone,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections in the
Hello Sebastian,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections
Hello Jean-Sébastien,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
Hello Sebastian,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I just meant that
if you're doing things that
Hello again,
I derived my shader from the shader in the sources. I really need the
vertex shader in order to
calculate lighting on per pixel base. Sampler names should not matter,
as the texture objects are rebound to my names (which should take all
texgens etc into account). Sadly I suspect
Hi Jean-Sébastien
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I
Hello Sebastian,
Indeed ... I once spent half a day figuring out that the texture matrix
wasn't applied ;-)
Hehe, that happens to all of us!
Me culpa! ... it was the uniform name. I accidentally added them
somewhere else with the PROTECTED-flag.
That has also happened to me more
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