[osg-users] How does shadow technic work if geometry shaders are in use
Werner Modenbach
Werner.Modenbach at texion.eu
Fri May 29 09:38:49 PDT 2015
Hi Nick,
I'm using LightSpacePerspective shadow technique as well.
But I set the shaders only inside the scene graph where reqired.
Do I have to set them anywhere else?
My graph looks like that:
*---------------
* | RootNode |
* ---------------
* / \
* --------------- ---------------------
* | ShadowScene | |evtl. PPU-Prozessor|
* --------------- ---------------------
* / \
* --------------- ---------------
* | Switchnode | | LightSource |
* --------------- ---------------
* / \\\
Am 29.05.2015 um 18:16 schrieb Trajce Nikolov NICK:
> Hi Werner,
>
> I am doing the same and using the LightSpacePerspective shadow
> techinque. In your program you have to set your vertex and fragment
> shaders as well, and it will be picked up correctly if you set the
> masks for receiving/cast shadows .... So it should work. As long as
> they are part of the top ShadowedScene
>
> Nick
>
>
> Nick
>
> On Fri, May 29, 2015 at 5:56 PM, Werner Modenbach
> <Werner.Modenbach at texion.eu <mailto:Werner.Modenbach at texion.eu>> wrote:
>
> Hi all,
>
> My scene contains many objects, which are created by geometry shaders.
> So no vertices are created outside the graphics card for those
> objects.
> So I use
> state->setUseVertexAttributeAliasing(true)
> and
> state->setUseModelViewAndProjectionUniforms(true)
>
> Is it possible using a shadow technique in this case? If I'm right
> the shadow technique installs it's own shaders.
>
> Thanks for any hint.
>
> - Werner -
>
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> --
> trajce nikolov nick
>
>
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