Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)

2016-08-12 Thread Trajce Nikolov NICK
nevermind .. I was not able to make it through the construction of the texture matrix but made it in the shader. Nickolai, suddenly can not share the code due to contractual obligations but can give some hints Thanks anyway Nick On Fri, Aug 12, 2016 at 2:59 PM, Trajce Nikolov NICK < trajce.nikol

Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)

2016-08-12 Thread Trajce Nikolov NICK
Maybe I made it a bit confusing. My problem is the clipping of the projected texture based on some near/far distances and the ones specified in the projection matrix have no effect On Fri, Aug 12, 2016 at 11:14 AM, Nickolai Medvedev wrote: > Hello, Trajce! > > As far as I have understood, a pro

Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)

2016-08-12 Thread Nickolai Medvedev
Hello, Trajce! As far as I have understood, a problem with near/far? Try to increase them. By the way, I will be glad to see shaders, publish them, please. Thank you! Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68358#68358

[osg-users] Simulating Light Lobes with Projected Textures (Range mapping)

2016-08-11 Thread Trajce Nikolov NICK
Hi Community, I have F+ lighting system and I am about to "integrate" projected textures to act as lights instead of the original physics based lighting. I have managed to have the projected textures to work nicely and the only thing left is light (the projected texture) attenuation to fully simul