[osg-users] PSSM ... second
Adrian Egli
3dhelp at gmail.com
Fri Nov 2 00:00:10 PDT 2007
hi
here is the topic terry send me some days ago, i didn't yet found the time
to review it, may in the mean time some has time to
check it out, and the we can submiss it.
/adegli
---------- Forwarded message ----------
From: Terry Welsh <mogumbo at gmail.com>
Date: 18.10.2007 23:04
Subject: pssm fix
To: Adrian Egli <3dhelp at gmail.com>
Hey Adrian,
I was playing with your shadow code a bit. Things look much better on
NVidia if you do two things:
1. Use factor = 1.1 and units = 4.0
2. Comment all of this out of the shader:
// sstr << " vec4 random" << i <<" =
"<<(1.25/(double)_resolution)<<"*coord.z*texture2D
(randomTexture,gl_TexCoord["
<< (i+1) <<"].st); " << std::endl;
// sstr << " float shadow1" << i <<" =
shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" <<
(i+1) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" <<
std::endl;
// sstr << " float shadow2" << i <<" =
shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" <<
(i+1) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" <<
std::endl;
// sstr << " float shadow3" << i <<" =
shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" <<
(i+1) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" <<
std::endl;
// sstr << " float shadow4" << i <<" =
shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" <<
(i+1) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" <<
std::endl;
// sstr << " shadow" << i <<" = shadow" <<
i <<" + shadow1" << i <<" + shadow2" << i <<" +
shadow3" << i <<" + shadow4" << i <<";" <<
std::endl;
// sstr << " shadow" << i <<" = shadow" <<
i <<"*0.2;" << std::endl;
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
--
********************************************
Adrian Egli
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