[osg-submissions] possible usefull extension to osgShadow::ShadowMap reformatted
Sebastian Messerschmidt
Sebastian.Messerschmidt at gmx.de
Tue Mar 4 07:51:06 PST 2008
Hi Robert,
I will update and merge with the current SVN and then resubmit my changes.
cheers
Sebastian
> Hi Sebastian,
>
> Unforunately there has been a large number of changes to ShadowMap.cpp
> since you made your changes to it, so you new changes loose out many
> of these other changes.
>
> Could you please update to the SVN version of the OSG and apply you
> changes to this version and then submit this.
>
> Thanks,
> Robert.
>
> On Mon, Mar 3, 2008 at 8:51 AM, Sebastian Messerschmidt
> <Sebastian.Messerschmidt at gmx.de> wrote:
>
>> Hi,
>>
>>
>>
>> This patch includes two things:
>>
>> 1.) The polygon offset was hard-coded and I somehow had troubles
>> overwritting this state deeper in my shadowed scenes. That's why I've
>> added getter/setter methods for the polygon offset (saves trouble with
>> nvidia and recent ati drivers ;-))
>>
>> 2.) Introduced 2 methods (setDone, setOneShot) to allow (re)sampling of
>> the shadow map when desired. The oneshot-method can be thought as
>> setting the shadow-sampling to a special mode, where the'done' flag is
>> actually taken into account. The done flag indicates if sampling has to
>> be done for the current traversal. By resetting the 'done' one can force
>> resampling of the map. (I use this since my scene and lights are static
>> for a big number of frames but may change any time)
>>
>> I'm new to osg and I wonder if this could be done a little more
>> intelligent ( I guess this should be done by changing the culling
>> traverse strategy somehow ...)
>>
>> Please give me some feedback on this. I have some more ideas/improvements.
>>
>> P.S. I developed some kind of Unified Shader for per-pixel lighting with
>> optional shadowing that supports different lightsources ( effectively by
>> using the glsl-preprocessor). Do you thing thak might be usefull to anyone?
>>
>> cheers
>> Sebastian 'psy' Messerschmidt
>>
>>
>>
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>>
>>
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