ubject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
To: osg users
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I haven't had time to move the files around the systems so it took me
some time to get back to posting the refactored osgdep
OsfieldSent: den 21 september 2006 14:09To: osg
usersSubject: Re: [osg-users] Parallel-Split Shadow Map with osg
[PSSM]Hi Anders,
On 9/21/06, Anders
Backman <[EMAIL PROTECTED]>
wrote:
Hi
terry, about the PSSM demo...The osg::View class, where does that
come from? Old? New?
Hi Anders,On 9/21/06, Anders Backman <[EMAIL PROTECTED]> wrote:
Hi terry, about the PSSM demo...The osg::View class, where does that come from? Old? New? Never seen itbefore.Something from your own stew?osg::View and osg::RenderInfo are new classes I've introduce to support my work on osgText::Fade
to:[EMAIL PROTECTED] On Behalf Of Terry Welsh
> Sent: den 21 september 2006 04:33
> To: osg-users@openscenegraph.net
> Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
>
>
> Hi all,
> Sounds like a lot of people want PSSM, so here's another
&g
: Wed, 20 Sep 2006 18:53:04 +0100
From: "Robert Osfield" <[EMAIL PROTECTED]>
Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
To: "osg users"
Message-ID:
<[EMAIL PROTECTED]>
Content-Type: text/plain; charset="iso-8859-1"
On 9/20/06, Ra
On 9/20/06, Radu Mihai <[EMAIL PROTECTED]> wrote:
Here's how I think this could be handled:- SSM NodeKit - standard shadow map, using FBO and GL_DEPTH textures there's an point of interest being discussed in the list about doing a depth-only FBO render
after the FBO version is running well, ther
hi, may we can share the code and continue developing a such a "general" shadowing node. i am happy to get help from you. :-) let's start doing things nice. adegli
2006/9/20, Radu Mihai <[EMAIL PROTECTED]>:
Hi Adrian,Thanks for the info, I have a whole afternoon worth of reading with PSSM.One thin
Hi Adrian,Thanks for the info, I have a whole afternoon worth of reading with PSSM.One thing to mention, in your code, you render into the color buffer for the shadowMapscamera->attach(osg::CameraNode::COLOR_BUFFER, texture);versus// attach the texture and use it as the depth buffer. shadowCamer
hi i like to implement a PSSM nodekit, it has to be as general and robust as possible and should be easy to use. And it should support GLSL shader's (if the system support them) and should work on all platform as well under older system configurations.
the first piece of code i posted is just in a
Hi Adrian,
I'm currently working on depthShadow code, but not (yet :) partitioned, so I'm
dealing with similar issues.
I took a quick look @ the code you posted, and seems to be working ok.
What kind of help did you have in mind ?
--
Mihai Radu
cm-labs.com
On Monday 18 September 2006 10:48,
Hi Adrian,I don't have time to dabble right now, but pehaps others do. Could you provide a link to further information on the algorithm you are using, also set up a page for this work on the community section of the wiki under the NodeKit seftion, this way you can update the source and screenshots
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