Hi guys,
So I have been reworking to support the shadows. Does the tex gen coords get
stored in the texture matrix? Am I wrong to assume I can still use the
fixed-function tex gen coords with a shader?
Werner,
I noticed you said you replaced the OSG shader with your own. Do you happen to
Hi Michael,
So I have been reworking to support the shadows. Does the tex gen coords get
stored in the texture matrix? Am I wrong to assume I can still use the
fixed-function tex gen coords with a shader?
Texture coordinate generation is done by the Vertex stage, so as soon as
you start
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step
of the shadow maps and getting rid of the fixed function tex gen and then
pushing the matrices for the shadow projection into my vertex shaders and doing
the math there.
Thanks for your help.
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Hi Michael,
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step
of the shadow maps and getting rid of the fixed function tex gen and then
pushing the matrices for the shadow projection into my vertex shaders and doing
the math there.
I think you may have
Hi,
So I have been experimenting with shadows in OSG using the ShadowMap shadow
technique. With the default OSG implementation and every custom shader in my
scene graph disabled the shadows work correctly. Once I turn my shaders on they
stop working. This is understandable as he OSG shadow
Hello Michael,
If I am implementing custom vertex shaders should I be overriding the ShadowMap
and not allowing that TexGen to be created and then generate the proper texture
coordinates in my vertex shader? At this point I think all that is missing is
the proper texture coordinates for
Hi J-S,
Thanks for the swift reply, good to know I was on the correct path.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31904#31904
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Hi Michael,
You are right. There can only be one shader program loaded which has to do all
the work.
If you overload the default shader from osgShadow, it has to do that work
together with your new stuff.
In my case I just created my own class Cl_SoftShadowMap, derived from
osgSoftShadowmap.
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