[osg-submissions] ShadowMap update
Robert Osfield
robert.osfield at gmail.com
Tue Oct 2 14:16:49 PDT 2007
Thanks Mihai,
The changes fixes things at my end so the changes are now checked in.
On 10/2/07, Mihai Radu <radu at cm-labs.com> wrote:
> Hello Robert,
>
> I have fixed the issues you mentioned, for the shader the renaming of
> the Uniform variables was not complete, and for the texture size, I
> changed to osg::Vec2s to avoid conversion warnings (they were not
> showing at all in VisualStudio 2005).
>
> Using osgshadow example the flag "--debugHUD" will enable the debug
> display, even though right now it only displays white.
> Using spotlights it's still not giving the right results, I am looking
> into the reasons for that.
>
> Cheers
> 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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