OGRE related: shadow problems

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psyclonist
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OGRE related: shadow problems

Postby psyclonist » Mon Aug 23, 2004 20:06

I didn't find a topic on this problem so I guess, I'm the first one encountering it.

First off: Excellent work, Paul! (+contributors)

I'm using OGRE and its 'modulated shadow texture shadow' capabilities and encountered a more or less (well, more less, i guess :? ) issue.

See for yourself:
Image

The GUI is casting shadows :/ Or more to the point, it seems it's kind of replacing the texture shadow!?

What d'ya think, CrazyEddie?

-psy

[edit]Sorry, wrong forum. Can you move it to the "Help" forum, please?[/edit]

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psyclonist
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OGRE related: shadow problems

Postby psyclonist » Mon Aug 23, 2004 21:29

Correction: The shadow texture is rendered correctly but the GUI is rendered as if it were a shadow texture, too. Can you point to me the place where to look for disabling this 'feature'? ;)

-psy

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CrazyEddie
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OGRE related: shadow problems

Postby CrazyEddie » Tue Aug 24, 2004 04:59

The place you probably want to look for the issue is likely in OgreRenderer::initRenderStates or maybe somewhere in ogretexture.cpp/.h

It could be somewhere else, I'll take a look later. Thanks for the report :)

CE.

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OGRE related: shadow problems

Postby CrazyEddie » Tue Aug 24, 2004 10:11

Which render queue group are you rendering the GUI as part of? And does this queue have shadowing enabled?

Obvious questions I know, but I need to determine whether it's an actual problem within the system or just some set-up issue or what have you with Ogre.

Thanks,

CE.

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OGRE related: shadow problems

Postby psyclonist » Tue Aug 24, 2004 19:47

render queue group: RENDER_QUEUE_OVERLAY.
Shadowing is disabled by default in SceneManager::initRenderQueue().

Sorry that I'm not that big of a help here. I'll try to dig up sth but I haven't dwelved in the inner workings of OGRE for quite a bit of time...

-psy

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OGRE related: shadow problems

Postby CrazyEddie » Tue Aug 24, 2004 20:18

I think what is hapening is this:

GUI drawing is triggered when RENDER_QUEUE_OVERLAY starts, but is actually rendered before the initialisation for the render quese is done; so at this stage shadows and what have you are still enabled. You could confirm this by getting the GUI to render after the queue (the 'post_queue' option).

The fix is to add the appropriate code to OgreRenderer::initRenderStates to disable shadowing, though at present I'm not sure what this code should be :lol:

CE.

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OGRE related: shadow problems

Postby CrazyEddie » Wed Aug 25, 2004 05:06

It almost sounds like an issue in Ogre then. But having said that the overlay itself is not producing shadows, so probably not ;)

I'm going to have to ask that you put together a minimal demo that demonstates the problem and send it to me, then I'll be able to reproduce the problem and also confirm when I have fixed it (which I'll do by the weekend). If I have to produce something that demonstrates it myself, it will probably be a week or two before it's fixed.

Thanks,

CE.

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psyclonist
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OGRE related: shadow problems

Postby psyclonist » Wed Aug 25, 2004 18:39

Here (<- link) is a modified version of the demo-7.

It's just a few lines of code, enabling texture shadows, creating a plane and a light, setting the camera.

The effect is pretty obvious. I tried a few other things but didn't come up with something useful.

-psy

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OGRE related: shadow problems

Postby CrazyEddie » Wed Aug 25, 2004 19:14

Thanks for doing that, I can reproduce the problem. I'll try and get a fix done tomorrow or Friday :)

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OGRE related: shadow problems

Postby CrazyEddie » Thu Aug 26, 2004 12:12

Right, it actually turns out that this is not related to shadows at all, but is infact a Viewport problem.

Basically, the GUI is being rendered into each Viewport in turn; including the target texture for texture based shadows :)

I'm deciding on the best approach for a fix since I can't just start detaching Viewports arbitrarily. I currently have two options that I see; the first option is to only render the GUI if overlays are enabled for a given Viewport, the second option is to come up with a system where you have to specify which Viewport(s) you want the GUI rendered into - but this would break all existing code. I think I'll go with option 1. Opinions and suggestions appreciated :)

CE.

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OGRE related: shadow problems

Postby CrazyEddie » Thu Aug 26, 2004 17:44

Yep, that is the purpose of that flag :)

Okay then, I'll commit a fix for this some time within the next hour.

CE.


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