[osg-users] How does shadow technic work if geometry shaders are in use
Trajce Nikolov NICK
trajce.nikolov.nick at gmail.com
Fri May 29 09:53:19 PDT 2015
Hard to say without seeing your code .... I have modified shaders for the
LSPSM. Can you share a sample app ?
On Fri, May 29, 2015 at 6:38 PM, Werner Modenbach <
Werner.Modenbach at texion.eu> wrote:
> 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> 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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