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  1. Sorry for bumping but I still have this problem. I've tried adjusting the projection matrix but it didn't help. It sort of works of I use view space distance by doing: dist = dot(eye.xyz, eye.xyz) however the resulting regions arent as big as the frustum splits and they're only decently sized when I'm close to the ground. Any ideas?
  2. OpenGL

    [url="http://www.lighthouse3d.com/tutorials/"]http://www.lighthouse3d.com/tutorials/[/url] in particular http://www.lighthouse3d.com/tutorials/glsl-tutorial/lighting/
  3. [color=#a9a9a9]Turns out it was indeed my shader's fault. I've accessed values for split 3 and 4 while only having set 2 splits up. New problem arose though, see changed OP please[/color].
  4. I implemented cascaded shadow mapping with 4 splits but my problem is, I only get shadows from the split for the smallest frustum. Here's a screenshot demonstrating it: I've checked my farBound values and they all seem correct. So I'm guessing gl_FragCoord.z doesn't do its job or maybe I'm using it wrong (I'm using it as in the nvidia code though). I always end up in the first if, judging from the color [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] Here's the shadow part of my fragment shader: [img]http://i.imgur.com/SCHDO.png[/img] [CODE] vec4 getShadow() { vec4 sm_coord_c = texmat_3*vecPos; float shadow = texture2D(smap_3, sm_coord_c.xy).x; float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0; vec4 shadow_c = vec4(1.0, 1.0, 1.0, 1.0) * s; if(gl_FragCoord.z < vecFarbound.x) { vec4 sm_coord_c = texmat_0*vecPos; float shadow = texture2D(smap_0, sm_coord_c.xy).x; float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0; shadow_c = vec4(0.7, 0.7, 1.0, 1.0) * s; } else if(gl_FragCoord.z < vecFarbound.y) { vec4 sm_coord_c = texmat_1*vecPos; float shadow = texture2D(smap_1, sm_coord_c.xy).x; float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0; shadow_c = vec4(0.7, 1.0, 0.7, 1.0) * s; } else if(gl_FragCoord.z < vecFarbound.z) { vec4 sm_coord_c = texmat_2*vecPos; float shadow = texture2D(smap_2, sm_coord_c.xy).x; float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0; shadow_c = vec4(1.0, 0.7, 0.7, 1.0) * s; } return shadow_c; } [/CODE] vertex shader: [CODE] varying vec3 vecLight; varying vec3 vecEye; varying vec3 vecNormal; varying vec4 vecPos; varying vec4 fragCoord; void main(void) { vecPos = gl_Vertex; vecNormal = normalize(gl_NormalMatrix * gl_Normal); vecLight = normalize(gl_LightSource[0].position.xyz); vecEye = normalize(-vecPos.xyz); gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } [/CODE] And here my farbound calculation (as in the nvidia sample for csm, it prints out very similar numbers): [CODE] farBound[i] = 0.5f*(-frustumArray[i].zFar*camProj[10] + camProj[14])/frustumArray[i].zFar + 0.5f; [/CODE] Any ideas?
  5. It works fine with any other value appart from 0. That's what really bugs me about this whole problem.
  6. I see, that would make more sense to me thanks @Hodgman. @dpadam450 yes the shader is bound and getUniform returns a location. What I'm doing now is to check if dot(r,e) > 0.0 and only enter the specular part if that's true. Seems to work fine. Do you reckon that's a valid solution? Any better suggestions?
  7. Hey, thanks for your replies. I was thinking about undefined value, but what is really odd is that if I hardcode this: float spec = pow(max(0.0, dot(r, e)), 0.0) it works just fine. When I send 0.0 to the shader however, black specks everywhere. I cant explain that :S Here's my shader code: [CODE] #version 110 uniform sampler2D tex; uniform sampler2D bmap; uniform bool boolBump; uniform vec4 vecColor; uniform bool onlyColor; uniform float fTransparencyThresh; uniform float fShininess; uniform float alpha; varying vec3 vecLight; varying vec3 vecEye; varying vec3 vecNormal; vec4 getLighting() { //Ambient part vec4 color = (gl_FrontLightModelProduct.sceneColor * gl_FrontMaterial.ambient) + (gl_LightSource[0].ambient * gl_FrontMaterial.ambient); //For bump mapping, the normal comes from the bump map texture lookup vec3 n = normalize(vecNormal); if(boolBump) { n = normalize(texture2D(bmap, gl_TexCoord[0].st).xyz * 2.0 - 1.0); } vec3 l = normalize(vecLight); //Lambert term float NdotL = dot(n, l); color += gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * max(0.0, NdotL); //Reflection term if(NdotL > 0.0) { vec3 e = normalize(vecEye); vec3 r = normalize(-reflect(l,n)); float spec = pow(max(0.0, dot(r, e)), fShininess); color += gl_LightSource[0].specular * gl_FrontMaterial.specular * spec; } return color; } void main(void) { vec4 texel = texture2D(tex, gl_TexCoord[0].st); if(texel.a < fTransparencyThresh) discard; //Get shading vec4 color = getLighting(); //Color only mode? if(onlyColor) { color *= vecColor; } else { color *= texel; } //Set fragment color, alpha comes from MTL file gl_FragColor = vec4(color.xyz, alpha); } [/CODE]
  8. Hey, I'm having a problem with my normal mapping on nvidia cards that I just can't seem to fix and hope you guys could help me out. Here are some pictures showing the problem, the last one shows the same scene on ATI but from a different place in the model. [url="http://i.imgur.com/unzdx.jpg"]http://i.imgur.com/unzdx.jpg[/url] [url="http://i.imgur.com/WgiIH.jpg"]http://i.imgur.com/WgiIH.jpg[/url] [url="http://i.imgur.com/A0AAZ.jpg"]http://i.imgur.com/A0AAZ.jpg[/url] ati: [url="http://i.imgur.com/5Oa5b.png"]http://i.imgur.com/5Oa5b.png[/url] (works as intended) I found out that the problem is my shininess float value that I send into the shader. If it's 0.0f it seems like the shader on nvidia thinks its undefined or some other weird value. If I hardcode 0.0 as shininess into the specular component it works just fine. Any idea how this could happen?
  9. "??? - ???? - tsutomeru" - Meaning: to strive, to make an effort [@jisho.org] http://t.co/Rtb9dlhb