<div dir="ltr"><div>Hi.<br></div>I failed to implement shadows myself and failed to understand osgShadow, so ended up simply using it in a separate pass, as you outlined. Can't help here, sorry.<br></div><div class="gmail_extra"><br><div class="gmail_quote">2015-10-27 16:02 GMT+07:00 Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<div>Hi folks, <br>
<br>
Sorry for hijacking this thread, but after a relatively long time
I'll have to work on deferred shadow mapping again. <br>
<br>
<br>
</div><span class="">
<blockquote type="cite">
<div dir="ltr">I did sample implementation using mentioned
osgRecipes' EffectCompositor some time ago: <a href="https://bitbucket.org/kornerr/osg-deferred-shading" target="_blank"></a><a href="https://bitbucket.org/kornerr/osg-deferred-shading" target="_blank">https://bitbucket.org/kornerr/osg-deferred-shading</a><br>
</div>
</blockquote>
<br></span>
I checked out the example and it is working, but not really
deferred, as the shadows are applied by rendering the scene three
times ( gbuffer pass, from the light source, applying the shadow
map to the scene) if I understood the code correctly. <br>
It is that last part which ruins it. I've been crawling around in
the ShadowMap code but I'm lost on how to do the following:<br>
<br>
1. Use the culling/rendering to shadow map texture-code which is
already there<br>
2. Get the matrix used by 1.) into an uniform<br>
3. NOT let the shadow-technique render apply to the scene, but leave
the application to me (for instance in a later pass)<br>
<br>
I'm simply to stupid to find the appropriate piece in the code,
which applies the shadow map. <br>
<br>
cheers <br><span class="HOEnZb"><font color="#888888">
Sebastian <br></font></span><div><div class="h5">
<br>
<blockquote type="cite">
<div class="gmail_extra"><br>
<div class="gmail_quote">2015-09-16 13:35 GMT+07:00 Trajce
Nikolov NICK <span dir="ltr"><<a href="mailto:trajce.nikolov.nick@gmail.com" target="_blank">trajce.nikolov.nick@gmail.com</a>></span>:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Hi Daniel,
<div><br>
</div>
<div>here is some work from Wang Rui (the
effectcompositor) that has DR implemented with some
sample shaders</div>
<div><br>
</div>
<div><a href="https://github.com/xarray/osgRecipes" target="_blank">https://github.com/xarray/osgRecipes</a><br>
</div>
<div><br>
</div>
<div>Nick</div>
</div>
<div class="gmail_extra">
<div>
<div><br>
<div class="gmail_quote">On Wed, Sep 16, 2015 at 8:32
AM, Daniel Schmid <span dir="ltr"><<a href="mailto:daniel.schmid@swiss-simtec.ch" target="_blank"></a><a href="mailto:daniel.schmid@swiss-simtec.ch" target="_blank">daniel.schmid@swiss-simtec.ch</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi
Sebastian<br>
<br>
I read in lot of posts that you have experience
with deferred rendering in osg. Could you share
some of your insights and probably even samples or
code snippets that could bring some more light
into this topic?<br>
<br>
I'm basically interested in:<br>
- construction of G-Buffer<br>
- integration of Shadow (VDSM), maybe even for
multiple lights?<br>
- choice and integration of postprocessing
framework<br>
- antialiasing method / shader<br>
<br>
It would be of so much help!<br>
<br>
Thank you!<br>
<br>
Cheers,<br>
Daniel<br>
<br>
------------------<br>
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<br>
<br>
<br>
<br>
<br>
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<br>
<br clear="all">
<div><br>
</div>
</div>
</div>
<span><font color="#888888">-- <br>
<div>trajce nikolov nick<br>
</div>
</font></span></div>
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