[osg-submissions] ShadowMap update
Mihai Radu
radu at cm-labs.com
Tue Oct 2 09:15:03 PDT 2007
I'll fix and repost the files today.
The white rectangle is the debug display for the shadow map, the example
creates it by default now, I will add a start-up flag to control it's
addition.
Thank you
Mihai Radu
Robert Osfield wrote:
> Hi Mahai,
>
> I've applied your change but get the follow errors when I run
>
> osgshadow cow.osg --base -sm
>
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT Shader "" infolog:
> (8) : error C1008: undefined variable "ambientBias"
> (8) : error C1008: undefined variable "ambientBias"
>
> glLinkProgram "" FAILED
> Program "" infolog:
> Fragment info
> -------------
> (8) : error C1008: undefined variable "ambientBias"
> (8) : error C1008: undefined variable "ambientBias"
>
> There is also a white rectangle overlayed on the window, I presume
> this is your debug camera. This should not be there by default.
>
> On compile I also got the following warnings:
>
> /home/robert/OpenSceneGraph/src/osgShadow/ShadowMap.cpp: In member
> function 'virtual void osgShadow::ShadowMap::init()':
> /home/robert/OpenSceneGraph/src/osgShadow/ShadowMap.cpp:141: warning:
> converting to 'unsigned int' from 'float'
> /home/robert/OpenSceneGraph/src/osgShadow/ShadowMap.cpp:142: warning:
> converting to 'unsigned int' from 'float'
>
> Could you please fix these problems and resubmit as the changes aren't
> suitable for integration with 2.2 as they are.
>
> Robert.
>
> On 10/1/07, Mihai Radu <radu at cm-labs.com> wrote:
>
>> Hi Robert,
>>
>> I hope it's not to late to have some additions to ShadowMap included in
>> the 2.2 release.
>> CM-Labs will be using this as the basis for shadows in the osg 2.2 based
>> simulator, and it would help a lot to have some of these additions into
>> the main osg.
>> If the there is no quick fix for using spot-lights I can chop-out that
>> part of the code and re-post the files asap.
>>
>> Most of the additions are small utility methods:
>> - set the resolution of the shadow map; it calls dirty() to
>> re-initialize at next update
>> - keep a list of Shader objects to use instead of the default ones, if
>> the list is empty, the default shaders are used
>> - explicitly create the Uniform variables, so that subsequent additions
>> that require more Uniforms can put them in a central place
>> - set a Light or LightSource to use explicitly for shadow casting,
>> allows multiple lights in the scene, with one casting shadows
>>
>> There are two additions that do not ( yet ) function correctly, but in
>> the present usage they do not interfere with the regular usage of the
>> techique:
>> - support for using spotlights, it's using Light.spotCutoff to determine
>> if it's a spot-light and not point-light,
>> there is an error in the setup of either the shadow camera or the
>> texgen, most likely due to the direction of the spotlight, since the
>> position is being used just like in point or directional lights.
>> - creation of a debugHUD
>> the hud is created properly, ( the example included shows it ), but
>> it displays only white, there has been some discussion of displaying the
>> shadow map, but I could not find it, the addition of a simple fragment
>> shader with the appropriate color transform should get this going.
>>
>> Thank you for your patience
>> Mihai Radu
>>
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>>
>>
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