jnonline / ogstudio

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Soft shadow mapping #59

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Тени какие-то никакие. На ранних видео 
(когда LF использовали) были 
симпатичнее.
Нужно изучить вопрос.

Original issue reported on code.google.com by Kai.Saerthen.Darker on 15 May 2010 at 6:58

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 15 May 2010 at 7:06

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 16 May 2010 at 11:36

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 16 May 2010 at 11:37

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 14 Jun 2010 at 8:44

GoogleCodeExporter commented 9 years ago
Также люди просили бликов, бампа и SSAO. Было 
бы неплохо.

Original comment by Kai.Saerthen.Darker on 3 Aug 2010 at 4:13

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 4 Aug 2010 at 7:55

GoogleCodeExporter commented 9 years ago

Original comment by korn...@gmail.com on 23 Aug 2010 at 3:25

GoogleCodeExporter commented 9 years ago
Нужно на GLSL, дабы не тащить ещё две 
дополнительные библиотеки - огровский 
плагин и Cg.

Original comment by korn...@gmail.com on 24 Aug 2010 at 5:54

GoogleCodeExporter commented 9 years ago
Огровский - это который, как я понял, 
RTShaderSystem. Как я понял, там всё на Cg.

Original comment by korn...@gmail.com on 24 Aug 2010 at 8:48

GoogleCodeExporter commented 9 years ago

Original comment by deval...@gmail.com on 13 Jan 2011 at 9:03

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Тени не настолько ужасны, подождут 0.8 
версии.

Original comment by Kai.Saerthen.Darker on 1 Feb 2011 at 8:36

GoogleCodeExporter commented 9 years ago
http://www.ogre3d.org/docs/manual/manual_72.html#SEC324

Текстурные тени быстрее, красивее и более 
гибкие. В частности, потому что считаются 
на видеокарте (если она умеет) и не так 
сильно зависят от количества полигонов в 
кадре.

Нужно разобраться как их использовать и 
вынести галкой в настройки видео. Это 
вопрос не только красоты теней, но и 
оптимизации.

Original comment by Kai.Saerthen.Darker on 14 Apr 2011 at 3:54

GoogleCodeExporter commented 9 years ago
Try to use directional lights.

Original comment by korn...@gmail.com on 21 May 2011 at 5:38

GoogleCodeExporter commented 9 years ago
With spotlight I get this.
Texture shadow type still casts no shadows.

Original comment by korn...@gmail.com on 21 May 2011 at 6:01

Attachments:

GoogleCodeExporter commented 9 years ago
Ok. I just had to mEntityGround->setCastShadows(false), because, citing OGRE 
manual:

If you're not using depth shadow mapping, OGRE divides shadow casters and 
receivers into 2 disjoint groups. Simply by turning off shadow casting on an 
object, you automatically make it a shadow receiver (although this can be 
disabled by setting the 'receive_shadows' option to 'false' in a material 
script. Similarly, if an object is set as a shadow caster, it cannot receive 
shadows.

Original comment by korn...@gmail.com on 21 May 2011 at 6:24

Attachments:

GoogleCodeExporter commented 9 years ago
I'll have a look at SamplesBrowser for an example shader based lighting where 
texture shadow type is working eye pleasingly.

Original comment by korn...@gmail.com on 21 May 2011 at 8:53

GoogleCodeExporter commented 9 years ago
There's Shadows example. The desired result is as follows:
Technique: Texture
Lighting: Additive
Projection: Uniform Focused
Material: Depth Shadowmap

Original comment by korn...@gmail.com on 21 May 2011 at 9:09

GoogleCodeExporter commented 9 years ago
That's how it looks like.

Original comment by korn...@gmail.com on 21 May 2011 at 9:13

Attachments:

GoogleCodeExporter commented 9 years ago
Here's the patch that makes use of texture shadow type instead of stencil one 
in Mahjong.

Original comment by korn...@gmail.com on 22 May 2011 at 5:11

Attachments:

GoogleCodeExporter commented 9 years ago
"This may be usefull." (c) Shepard
http://ogre3d.org/forums/viewtopic.php?t=39809&sid=7938d624f6f1d2c3363f0734152f5
1d8

Original comment by Kai.Saerthen.Darker on 6 Jun 2011 at 5:12

GoogleCodeExporter commented 9 years ago
Some more usefull links:
NVidia shader library (HLSL, CgFX) - 
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
GLSL shader creation tool from AMD (with lots of examples) - 
http://developer.amd.com/archive/gpu/rendermonkey/pages/default.aspx

Original comment by Kai.Saerthen.Darker on 6 Jun 2011 at 5:22

GoogleCodeExporter commented 9 years ago
more OpenGL shader examples:
http://nopper.tv/opengl.html

Original comment by Kai.Saerthen.Darker on 6 Jun 2011 at 5:49

GoogleCodeExporter commented 9 years ago
We need sonething lite this:
http://www.punkuser.net/vsm/

The example uses GLSL, so we can use something like it without additional 
dependences.

Original comment by Kai.Saerthen.Darker on 6 Jun 2011 at 5:57

GoogleCodeExporter commented 9 years ago

Original comment by korn...@gmail.com on 8 Jun 2011 at 5:07

GoogleCodeExporter commented 9 years ago

Original comment by Kai.Saerthen.Darker on 8 Jun 2011 at 5:29

GoogleCodeExporter commented 9 years ago

Original comment by korn...@gmail.com on 9 Jun 2011 at 1:06

GoogleCodeExporter commented 9 years ago
GLSL tutorial: http://www.lighthouse3d.com/tutorials/glsl-tutorial/?intro

Original comment by korn...@gmail.com on 4 Jul 2011 at 4:05

GoogleCodeExporter commented 9 years ago
http://zach.in.tu-clausthal.de/teaching/cg_literatur/glsl_tutorial/index.html

Original comment by korn...@gmail.com on 16 Aug 2011 at 9:57

GoogleCodeExporter commented 9 years ago
http://www.ogre3d.org/tikiwiki/Snippets

Original comment by korn...@gmail.com on 17 Aug 2011 at 5:45

GoogleCodeExporter commented 9 years ago
I guess it worths creating some tutorial for GLSL Shaders in OGRE.

Original comment by korn...@gmail.com on 17 Aug 2011 at 5:53

GoogleCodeExporter commented 9 years ago
continue the working glsl tutorial. rewrite it correctly and understand each 
line.

Original comment by korn...@gmail.com on 17 Aug 2011 at 10:10

GoogleCodeExporter commented 9 years ago
continue the working glsl tutorial. rewrite it correctly and understand each 
line.

Original comment by korn...@gmail.com on 17 Aug 2011 at 10:11

GoogleCodeExporter commented 9 years ago
continue the working glsl tutorial. rewrite it correctly and understand each 
line.

Original comment by korn...@gmail.com on 17 Aug 2011 at 10:13

GoogleCodeExporter commented 9 years ago
continue the working glsl tutorial. rewrite it correctly and understand each 
line.

Original comment by korn...@gmail.com on 17 Aug 2011 at 10:14

GoogleCodeExporter commented 9 years ago
continue updating.

Original comment by korn...@gmail.com on 18 Aug 2011 at 5:50

GoogleCodeExporter commented 9 years ago
reached "Shader examples"

Original comment by korn...@gmail.com on 20 Aug 2011 at 6:43

GoogleCodeExporter commented 9 years ago
continue from "Toon Shader - Version II".

Original comment by korn...@gmail.com on 20 Aug 2011 at 7:39

GoogleCodeExporter commented 9 years ago
almost done

Original comment by korn...@gmail.com on 24 Aug 2011 at 3:31

GoogleCodeExporter commented 9 years ago
http://steps3d.narod.ru/tutorials/vsm-tutorial.html
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch08.html

Original comment by korn...@gmail.com on 24 Aug 2011 at 10:23

GoogleCodeExporter commented 9 years ago
http://www.gamedev.ru/code/terms/SM

Original comment by korn...@gmail.com on 24 Aug 2011 at 10:45

GoogleCodeExporter commented 9 years ago
done. read about ogre materials.

Original comment by korn...@gmail.com on 25 Aug 2011 at 2:39

GoogleCodeExporter commented 9 years ago
check phong shading setting in material.

Original comment by korn...@gmail.com on 25 Aug 2011 at 10:06

GoogleCodeExporter commented 9 years ago
check phong shading setting in material.

Original comment by korn...@gmail.com on 25 Aug 2011 at 10:06

GoogleCodeExporter commented 9 years ago
try 'max_anisotropy' in texture unit. by default it's 1. the manual says smth 
about relation to anisotropic filtering. may be when it's 1 anisotropic doesn't 
compensate enough, i.e., no visual difference between trilinear and anisotropic.

Original comment by korn...@gmail.com on 26 Aug 2011 at 5:25

GoogleCodeExporter commented 9 years ago
try shaders in ogre.

Original comment by korn...@gmail.com on 27 Aug 2011 at 9:47

GoogleCodeExporter commented 9 years ago
per pixel lighting works.
reading on shadows.

Original comment by korn...@gmail.com on 30 Aug 2011 at 3:08

GoogleCodeExporter commented 9 years ago
dig: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=50786

Original comment by korn...@gmail.com on 30 Aug 2011 at 10:08

GoogleCodeExporter commented 9 years ago
http://www.ogre3d.org/tikiwiki/Custom+Shadow+Mapping

Original comment by korn...@gmail.com on 30 Aug 2011 at 11:34

GoogleCodeExporter commented 9 years ago
использовал шейдеры per pixel lighting для 
некоторых фишек из примеров lighthouse3d, и при 
определённых наклонах камеры получаются 
артефакты. возможно, там не предполагается 
такой поворот камеры.

Original comment by korn...@gmail.com on 30 Aug 2011 at 12:08