Hi Community,
please appologize for asking again, since there was no feedback on this. Any
ideas about this?
Nick
http://www.linkedin.com/in/tnikolov
On Sat, Dec 5, 2009 at 2:30 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
Hi community.
I am having some issues with shadowed scene.
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
Hi Community,
please appologize for asking again, since there was no feedback on this. Any
ideas about this?
It's hard to guess at what is up with so little details. Which
ShadowTechniques have you tried?
Robert.
Hi RObert,
SoftShadowMap
Nick
http://www.linkedin.com/in/tnikolov
On Tue, Dec 8, 2009 at 11:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com
wrote:
Hi Community,
please appologize for asking again, since
Hi Nick,
On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
SoftShadowMap
SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.
Try the view dependent techniques such as
Hi community.
I am having some issues with shadowed scene. Imagine this scenario:
- terrain as a shadow receiver
- 1 moving model as shadow caster (the shadow looks good now)
- adding additional moving models (now the shadow of the first one still
looks great, but on all next models it is very
Guay
Sent: Monday, November 09, 2009 1:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow question
Hi Wyatt,
The fragmentShaderSource_debugHUD and
fragmentShaderSource_debugHUD_texcoord
shaders listed at the top of the cpp with the other two shaders
Ah, no those are only used
Hi Wyatt,
Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?
You're starting to go into the realm of questions you should be able to
answer yourself, using the source and trying things out. I can't help
and see
what they do.
Wojtek
--
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent: Wednesday, November 11, 2009 8:08 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question
Hi Wyatt
Hi Wojtek,
I'm surprised the magic word to summon Wojtek (shadows) took so much
time this time! We've been discussing this for a few days now :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
-sebastien.g...@cm-labs.com
Sent: Wednesday, November 11, 2009 9:07 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question
Hi Wojtek,
I'm surprised the magic word to summon Wojtek (shadows) took so much
time this time! We've been discussing
From the Common Questions of the osgShadow node kit.
What if my objects already have a shader applied to them?
* That shader also needs to implement shadow mapping. See the
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src
/osgShadow/ShadowMap.cpp top of
Hi Wyatt,
Which shader is the basic shader, fragmentShaderSource_noBaseTexture or
fragmentShaderSource_withBaseTexture?
Depends on whether your object has a texture or not. Although now, since
texture lookups are so cheap these days, I would suggest you save
yourself some aggravation and
Is this what you are referring to?
if (withBaseTexture)
{
scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)),
osg::StateAttribute::ON);
}
W
-Original Message-
See the code for
Hi Wyatt,
Is this what you are referring to?
if (withBaseTexture)
{
scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)),
osg::StateAttribute::ON);
}
Nope, this:
{
// fake
Thanks for your advices ! I've tested the uniform one by changing the shadow
technique shader and it works great.
Cheers,
On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Serge,
Anyone knows if there is a way to force an object to not receive
Hi all,
I am currently using osgShadow with the MinimalShadowMap technique. It works
great but I have a question :
- In my ShadowedScene, I set the children's nodemasks accordingly with the
CastsShadowTraversalMask and ReceivesShadowTraversalMask properties, but it
seems to not work, everything
Users
Subject: [osg-users] osgShadow question
Hi all,
I am currently using osgShadow with the MinimalShadowMap technique. It works
great but I have a question :
- In my ShadowedScene, I set the children's nodemasks accordingly with the
CastsShadowTraversalMask and ReceivesShadowTraversalMask
Hi Serge,
Anyone
knows if there is a way to force an object to not receive the shadows ?
Even with a dirty method (reseting it's tex coords on the drawable or
something like that).
Wojtek is right (of course, having implemented some of the ShadowMap
techniques in OSG, he would know),
Hi Wojtek,
Thanks for helping out. Unfortunately I didn't have much time today
to further investigate the problem.
It does not sound like easy one. Are you sure that ATI bug only affects
texture application ? Maybe render to texture is also flipped somehow. I
assume you have modified
-users@lists.openscenegraph.org
Subject: [osg-users] osgShadow question (ATI related?)
Hello,
I'm trying to add shadows to the application I'm working on, and encountered
two issues which seems to be ATI card/driver related.
The first issue is, that shadows generated using the ShadowMap
Hi Rick,
I am afraid you are on your own - I will not be able to help much. Shadow
mapping issues could be really hard ;-( I would need to grab similar board,
roll up the sleeves and start debuging. But I don't have the time nor access
to such hardware.
[..]
When I just use StandardShadowMap
Hello,
I'm trying to add shadows to the application I'm working on, and encountered
two issues which seems to be ATI card/driver related.
The first issue is, that shadows generated using the ShadowMap technique
are in the
wrong location, both in the application I'm working on and the
'osgshadow'
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rick
Middelkoop
Sent: Tuesday, October 28, 2008 7:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgShadow question (ATI related?)
Hello,
I'm trying to add shadows to the application I'm
.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rick
Middelkoop
Sent: Tuesday, October 28, 2008 7:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgShadow question (ATI related?)
Hello,
I'm trying to add shadows
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