[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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trajce nikolov nick
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