- This topic has 2 replies, 3 voices, and was last updated 7 years, 11 months ago by .
Viewing 3 posts - 1 through 3 (of 3 total)
Viewing 3 posts - 1 through 3 (of 3 total)
- You must be logged in to reply to this topic.
Home › Forum › SOFA › Using SOFA › [SOLVED] problems with OglShadowShader.scn
Tagged: 64_bits, SOFA_1512, Windows_10
Hi all,
I am using the release version of sofa(it says in cmake file: CPACK_PACKAGE_VERSION “15.12.0”)
When i run the sofa\examples\Components\visualmodel\OglShadowShader.scn, i found there is a depth image(shadow map) on the screen. It sometimes occludes the real scene.
The same thing happens when i add ShadowShader(<OglShadowShader name=”oglShadowShader1″ />) in my own scenes.
Is this problem already solved or known?
Thanks!
Hello,
The background texture seems to be replaced with something who looks like a depth buffer
It looks like that is related to a bug solved few months ago (a problem with multi-texturing & textureUnit IDs). Actually, this problem is not totally solved for now as a global textureUnit management is not implemented; so any component can mess up with glActiveTexture for example.
Two hints:
– you can change the textureUnit id of the generated depth map from the light with the textureUnit parameter (textureUnit=”2″)
– try to run the newest version of Sofa (v16.08)
Hi @rgao16sofa,
I am pretty sure the Fred’s hint solved your issue, I close the topic.
Let us know (in a new thread) about the new problems you could face.
Best
Hugo
WARNING
The forum has been moved to GitHub Discussions.
Old topics and replies are kept here as an archive.