Hi Adrian,
i see i will have a hard work to fix pssm in multi thread env. Well, we
have to start testing the pssm algorithm against SingleThread, if it
work without any artefakts, we can start with the multi threaded env.
thanks for testing, helping, and ... good job done wojtek.
As far as
Hi Guys,
CullDrawThreadPerContext is also OK. My hypothesis is that Cull Traversal
overlaps with Draw Traversal. So it would be classical race condition -
various scenes are rendered with different timings so condition may not be
obvious. Maybe thats the reason case -2 works ? Maybe setting D
Hi all,
i see i will have a hard work to fix pssm in multi thread env. Well, we
have to start testing the pssm algorithm against SingleThread, if it work
without any artefakts, we can start with the multi threaded env. thanks for
testing, helping, and ... good job done wojtek.
adrian
2008/5/16 J
Hello Wojtek,
Do you see the difference ? I do. First one does not show any flicker.
Yep, seems threading is playing tricks with PSSM. And I just checked,
the Park.3ds in SingleThreaded also does not show the moving shadows I
saw earlier.
Why don't we see that on the -2 scene? It seems to
Hi J-S and Adrian,
You may say I have some sort of sick fixation but please try lastest code
Adrian sent using this command:
osgshadow -3 --no-base-texture --pssm --screen 0 --SingleThreaded
and
osgshadow -3 --no-base-texture --pssm --screen 0 --DrawThreadPerContext
Do you see the differenc
Hello Adrian,
sorry for the testing issue, but i need as many system tests as we can
get.
I fully understand, and it's a good idea to get this tested as widely as
possible.
* the flickering effect, should be better, or at least on my hardware
it's seams to be better working
I still see i
Hi Adrian,
Please check out and test,
Ok, I'll test here and get back to you. Thanks for working on this to
get the last issues worked out, as PSSM is definitely the technique we
want to move towards in the near future.
NVidia, ATI should work without choosing right plattform
That's exc
issue on ATI as well.
Cheers,
Wojtek
- Original Message -
From: Adrian Egli OpenSceneGraph (3D)
To: David Roger ; OpenSceneGraph Users
Sent: Friday, May 16, 2008 12:01 PM
Subject: Re: [osg-users] Suggestions regarding OSG pssm
Please check out and test,
problems, i
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