Hi Michael,
this sounds good but I just tried and it seam without changing the OSG code
it is not possible as well. The StandardShadowMap does not holds any
instance of the StandardShadowMap::ViewData where the _stateset is kept.
Nick
On Tue, Apr 15, 2014 at 7:29 AM, michael kapelko
Well, you said you want osg::Program at StandardShadowMap.cpp:544. That
osg::Program is set to _stateset just on the next line. So if osg::Program
of _stateset doesn't work for you, there's no use exposing it.
2014-04-15 17:50 GMT+07:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
Hi
Thanks kornerr.
I was checking your code, but the problem is that I don't want deferred
shading, because I need transparency too.
I think I should use LightSpacePerspectiveShadowMap because there I can use
setShadowVertex/FragementeShader.
Nick helped me with his code (thanks again Nick!),
Knowing the problem a bit I think the question is how to access the
osg::Program of the shader technique for binding vertex attributes like the
binormal and tangents arrays.
Nick
On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote:
Thanks kornerr.
I was checking your code, but
I looked at the code of StandardShadowMap.cpp and I think this object at
line: 544 osg::Program has to be exposed to the interface as well. Robert,
will You accept such a change, it is minor but will change the interface
with one getProgram() method and will not brake anything. This case is good
I would derive from StandardShadowMap to gain access to _stateset variable.
Then, osg::StateSet::getAttribute can return osg::Program it contains.
2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
I looked at the code of StandardShadowMap.cpp and I think this
Hi Jaime,
yes, I have such an example. If you have the bump mapping GLSL code ready
you can mix it with the shadow map shaders and set it to your shadow
mapping technique - there are methods
like
setShadowVertexShader/setShadowFragmentShader/setMainVertexShader/setMainFragmentShader
Nick
On
Thanks for your response Nick.
Yes, I have my bump shader. But I don't know how to combine.
Please, could you give me an example with code??
Thanks!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58878#58878
yes. I will ping you on email
Nick
On Fri, Apr 11, 2014 at 11:05 AM, Jaime xatp...@hotmail.com wrote:
Thanks for your response Nick.
Yes, I have my bump shader. But I don't know how to combine.
Please, could you give me an example with code??
Thanks!
--
Read this
Hi.
Here's my example: https://bitbucket.org/kornerr/osg-deferred-shading (
http://youtu.be/AjWOSuLxZ68 )
It has 2 implementaions: plain OSG and EffectCompositor (not part of OSG).
The basic idea behind my implementation is to:
* render the shadow only information to texture;
* do all the rest
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