[osg-users] 32bit DEPTH for RTT
Glenn Waldron
gwaldron at gmail.com
Thu Oct 20 06:52:33 PDT 2016
Nick, how did you calculate "worldSpaceVertex"?
Glenn Waldron
On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
trajce.nikolov.nick at gmail.com> wrote:
> hehe .. ok :-) .. Maybe you give me a hint.
>
> I have F+ lighting (written by a friend of mine) and I have extended it so
> local lights cast shadows (a bit of complex code - relatively actually, but
> for me it is ;-) ). Works well for flat terrains with reasonable sizes. I
> am trying to make it work with ECEF terrain (for testing I use osgearth).
> The debug code works just fine, I am seeing the renderings from the local
> lights are correct, so the light view matrix passed to the shader is
> correct, but getting z-fights with setInternalFormat(GL_DEPTH_COMPONENT);
> only. Here is my setup for the RTT (it is texturearray):
>
> http://pastebin.com/Nnc2iA1F
>
> With DEPTH32bit (really naive approach, I "was" thinking fast the increase
> of the DEPTH precision will solve this issue, just recently started with
> reading papers and I must admit I am not a "shadowing expert").
>
> Further, I am calculating the Light View Matrix and passing it to the
> shader - this one is correct as well, since I am seeing the light in the
> scene with the z artifacts as I mentioned .... and this is my GLSL snippet:
>
> http://pastebin.com/r2W0gh0L
>
> I am trying to get it done as simple as is ... meanwhile found this:
>
> http://developer.download.nvidia.com/SDK/10/direct3d/
> Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf
>
> that looks promising and apparently should help with the Z issues.
>
> This is my story for now, any hints are highly appreciated !!!!!
>
> And thanks a bunch for so far!
>
> Cheers,
>
> On Thu, Oct 20, 2016 at 2:56 PM, Voerman, L. <l.voerman at rug.nl> wrote:
>
>> yes?
>> we use a variation on OpenSceneGraph\src\osgShadow\P
>> arallelSplitShadowMap.cpp
>> regards, Laurens.
>>
>> On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK <
>> trajce.nikolov.nick at gmail.com> wrote:
>>
>>> Hi Laurens,
>>>
>>> do you have experience with DEPTH32bit and shadowcomparation set to true
>>> - for shadow mapping?
>>>
>>> On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK <
>>> trajce.nikolov.nick at gmail.com> wrote:
>>>
>>>> Hi Voerman,
>>>>
>>>> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
>>>>
>>>> Trajce
>>>>
>>>> On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. <l.voerman at rug.nl> wrote:
>>>>
>>>>> Hi Trajce,
>>>>> maybe this sniplet helps?
>>>>> _textureDepthBuffer = new osg::Texture2D;
>>>>> _textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage,
>>>>> _height+2.0f*_height*_guardBandPercentage);
>>>>> _textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT);
>>>>> _textureDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT32);
>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MIN_FILTER,os
>>>>> g::Texture2D::NEAREST);
>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MAG_FILTER,os
>>>>> g::Texture2D::NEAREST);
>>>>> _textureDepthBuffer->setShadowComparison(false);
>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_R,osg::Textu
>>>>> re::CLAMP_TO_EDGE);
>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_S,osg::Textu
>>>>> re::CLAMP_TO_EDGE);
>>>>>
>>>>> // camera
>>>>> _colorDepthCamera = new osg::Camera;
>>>>> _colorDepthCamera->setStats(new osg::Stats("Camera"));
>>>>> _colorDepthCamera->setName("colorDepth");
>>>>> _colorDepthCamera->setClearMask(GL_COLOR_BUFFER_BIT |
>>>>> GL_DEPTH_BUFFER_BIT);
>>>>> _colorDepthCamera->setReferenceFrame(osg::Transform::RELATIVE_RF);
>>>>> // set viewport
>>>>> _colorDepthCamera->setViewport(0,0,_width+2.0f*_width*_guard
>>>>> BandPercentage,_height+2.0f*_height*_guardBandPercentage);
>>>>> _colorDepthCamera->setRenderOrder(osg::Camera::PRE_RENDER,0);
>>>>> _colorDepthCamera->setRenderTargetImplementation(osg::Camera
>>>>> ::FRAME_BUFFER_OBJECT);
>>>>> _colorDepthCamera->attach(osg::Camera::DEPTH_BUFFER,
>>>>> _textureDepthBuffer.get(),0,0,false,0,0); // depth
>>>>> _colorDepthCamera->attach(osg::Camera::COLOR_BUFFER,
>>>>> _textureColorBuffer.get(),0,0,false,_msaa,_msaa); // color
>>>>> regards, Laurens.
>>>>>
>>>>> On Wed, Oct 19, 2016 at 11:15 PM, Trajce Nikolov NICK <
>>>>> trajce.nikolov.nick at gmail.com> wrote:
>>>>>
>>>>>> Hi Community,
>>>>>>
>>>>>> anyone with clue how to set RTT osg::Texture with 32bit DEPTH?
>>>>>>
>>>>>> Thanks a bunch as always!
>>>>>> Cheers,
>>>>>> Nick
>>>>>>
>>>>>> --
>>>>>> trajce nikolov nick
>>>>>>
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>>>>>>
>>>>>>
>>>>>
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>>>>
>>>> --
>>>> trajce nikolov nick
>>>>
>>>
>>>
>>>
>>> --
>>> trajce nikolov nick
>>>
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>
>
> --
> trajce nikolov nick
>
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