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    <div class="moz-cite-prefix">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>
    <blockquote
cite="mid:CAEt8o9h-Ystju_1OpDhx7D5fobrps8NvbxBop+ua3vzkRX416Q@mail.gmail.com"
      type="cite">
      <div dir="ltr">I did sample implementation using mentioned
        osgRecipes' EffectCompositor some time ago: <a
          moz-do-not-send="true"
          href="https://bitbucket.org/kornerr/osg-deferred-shading"><a class="moz-txt-link-freetext" href="https://bitbucket.org/kornerr/osg-deferred-shading">https://bitbucket.org/kornerr/osg-deferred-shading</a></a><br>
      </div>
    </blockquote>
    <br>
    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>
    Sebastian <br>
    <br>
    <blockquote
cite="mid:CAEt8o9h-Ystju_1OpDhx7D5fobrps8NvbxBop+ua3vzkRX416Q@mail.gmail.com"
      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 moz-do-not-send="true"
              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 moz-do-not-send="true"
                  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 class="h5"><br>
                  <div class="gmail_quote">On Wed, Sep 16, 2015 at 8:32
                    AM, Daniel Schmid <span dir="ltr"><<a
                        moz-do-not-send="true"
                        href="mailto:daniel.schmid@swiss-simtec.ch"
                        target="_blank"><a class="moz-txt-link-abbreviated" href="mailto:daniel.schmid@swiss-simtec.ch">daniel.schmid@swiss-simtec.ch</a></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>
                      Read this topic online here:<br>
                      <a moz-do-not-send="true"
                        href="http://forum.openscenegraph.org/viewtopic.php?p=65140#65140"
                        rel="noreferrer" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=65140#65140</a><br>
                      <br>
                      <br>
                      <br>
                      <br>
                      <br>
                      _______________________________________________<br>
                      osg-users mailing list<br>
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                        href="mailto:osg-users@lists.openscenegraph.org"
                        target="_blank">osg-users@lists.openscenegraph.org</a><br>
                      <a moz-do-not-send="true"
href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org"
                        rel="noreferrer" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>
                    </blockquote>
                  </div>
                  <br>
                  <br clear="all">
                  <div><br>
                  </div>
                </div>
              </div>
              <span class="HOEnZb"><font color="#888888">-- <br>
                  <div>trajce nikolov nick<br>
                  </div>
                </font></span></div>
            <br>
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            <br>
          </blockquote>
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