Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-22 Thread Terry Welsh
ubject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM] To: osg users Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset="utf-8" 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

RE: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-21 Thread Anders Backman
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?

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-21 Thread Robert Osfield
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

RE: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-21 Thread Anders Backman
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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-20 Thread Terry Welsh
: 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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-20 Thread Robert Osfield
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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-20 Thread Adrian Egli
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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-20 Thread Radu Mihai
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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-19 Thread Adrian Egli
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

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-19 Thread Mihai Radu
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,

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-18 Thread Robert Osfield
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