[osg-users] PSSM: Latest Version : Please Test and Debug

Adrian Egli 3dhelp at gmail.com
Mon Sep 17 23:33:22 PDT 2007


Hi Terry,

i don't know what robert requires of PSSM. The best and easiest would be to
integrate it as a shadow technique, so the user can just change the shadow
technique
and that's it. Or ?

adegli

2007/9/17, Terry Welsh <mogumbo at gmail.com>:
>
> Do you know what Robert requires of PSSM to have it included in OSG?
> Does it just need to be integrated with osgShadow?
> --
> Terry Welsh - mogumbo 'at' gmail.com
> www.reallyslick.com  |  www.mogumbo.com
>
> On 9/17/07, Terry Welsh <mogumbo at gmail.com> wrote:
> > Well, I took a closer look.  There are a few problems, but I still
> > can't bring myself to try and fix them since they're problems I
> > already fixed in my own shadow code.  It would really be easier and
> > faster to work from that code instead I think.  How badly do you want
> > to get this working?  I can always send you the current version of the
> > shadow code I have here.
> >
> > To be more specific, it looks like the big problems are 1. Shadow maps
> > don't always cover all of the terrain (they leave some parts
> > unshadowed) (this seems to depend on scene size), and 2. Off-camera
> > objects don't always cast shadows.  There are some other minor
> > problems, but those are the big ones.
> > - Terry
> >
> > On 9/17/07, Adrian Egli <3dhelp at gmail.com> wrote:
> > > hi Terry,
> > >
> > > i hope you can test the latest version of PSSM. it would be greate as
> soon
> > > as possible to integrate it
> > >
> > >
> > >
> > > * GLSL Shader: generate automatically for 1..n splitting maps
> > > * some changes for better frustum splitting
> > >
> > > *** PLEASE test it on your databases ****
> > >
> > > attached some tests screenshots. if you have some bugs, please (A)
> report it
> > > or (B) fix it and send me the updated source code.
> > >
> > > Tested on ATI X1600, 256MB, mobile macbookpro
> > >
> > > thanks for testing
> > >
> > > adrian
> > >
> > >
> > > 2007/9/15, Adrian Egli < 3dhelp at gmail.com>:
> > > > Hi latest version,
> > > >
> > > > (1) NVidea Cards, the setting of the Polygon offset seems to be not
> > > correct on my ATI it's seems to be correct (looks nice)
> > > >      please test and check for good values, i don't now a good value
> for
> > > this
> > > > (2) GLSL shader has to be generated dynamic, if we change the number
> of
> > > split planes
> > > >      the version no longer need any IF in the GLSL shader, this
> makes the
> > > good a little bit different form the suggestion in the paper PSSM
> > > > (3) try it out and test
> > > >
> > > > pssm --help
> > > >
> > > > enjoy and have a nice weekend, i will be not online till monday. if
> you
> > > have some ideas, fixes etc please send me the new code. then i will be
> able
> > > to test it
> > > > out. i hope for next osg release we will have a good and robust PSSM
> > > implementation what would be greate.
> > > >
> > > > the next version of PSSM would have project maps, at the moment it
> > > supports just directional lights
> > > >
> > > > /adegli
> > > >
> > > >
> > > >
> > > > 2007/9/14, Adrian Egli < 3dhelp at gmail.com>:
> > > >
> > > > > hi,
> > > > >
> > > > > i will post the first version of the PSSM for a sun as directional
> > > lights.
> > > > >
> > > > > Please help in test, debug, and optimisation, than we can
> integrate it
> > > into OSG core, i would like doing this as soon as possible.
> > > > >
> > > > > call in a console...
> > > > > PSSM --help
> > > > >
> > > > > example
> > > > > PSSM.exe  dumptruck.osg  --noUpdate --mapcount 3
> > > > > PSSM.exe  dumptruck.osg  --noUpdate --mapcount 3 --NO-DEBUG
> > > > >
> > > > >
> > > > > * we need a better GLSL shader ! My version isn't yet good enough
> (and
> > > robust)
> > > > >
> > > > > * i guess there is still a little bug, the near-far clipping plane
> for
> > > the each camera (shadow)
> > > > >
> > > > > * ...
> > > > >
> > > > > others
> > > > >
> > > > > thanks for help
> > > > >
> > > > >
> > > > > / adrian
> > > > >
> > > > > --
> > > > > ********************************************
> > > > > Adrian Egli
> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > ********************************************
> > > > Adrian Egli
> > > >
> > >
> > >
> > >
> > > --
> > > ********************************************
> > > Adrian Egli
> > >
> > >
> > > --
> > > ********************************************
> > > Adrian Egli
> > >
> >
>



-- 
********************************************
Adrian Egli
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