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I don't know if it is appropriate that I post here but I seem to have a problem.
I have set up a simple scene to test shadows using GL / D3D9 / ANGLE-GLES2 renderers on windows, respectively.
The scene is identical except for the shadow technique and renderer in use. Stencil modulative shadow don't work if ANGLE GLES2 renderer used. As following table shows.
GL D3D9 ANGLE-GLES2
STENCIL MODULATIVE SHADOW works works not work
TEXTURE MODULATIVE SHADOW works works works
I have debugged a little. Stencil buffer is supported on my ANGLE-GLES2 setup. Runtime control flow in OgreSceneManager seems normal to me. Debug shadows flag is on and renderShadowVolumeObjects are called, but neither shadow nor shadow volume is rendered. The Ogre version is v1-9. Any clue please?
May be because GLES2 does not support FFP, and mShadowModulativePass does not have shaders?
I have this problem on D3D11, so I`ll fix it and there would be place to insert shaders for GLES2 too.
Eugene wrote:May be because GLES2 does not support FFP, and mShadowModulativePass does not have shaders?
I have this problem on D3D11, so I`ll fix it and there would be place to insert shaders for GLES2 too.
Well it does seem to me that both mShadowDebugPass and mShadowModulativePass are FFP only, while mShadowStencilPass supports shaders for specific renderer. It answered my question. Thanks for your reply.
shikui wrote:Well it does seem to me that both mShadowDebugPass and mShadowModulativePass are FFP only, while mShadowStencilPass supports shaders for specific renderer. It answered my question. Thanks for your reply.
I fixed this problem for D3D11 - wrote simplest shaders that do what needs to be done. Similar shaders should be written for GLES2 too. Can you take a look at https://bitbucket.org/eugene_gff/ogre-p ... 0006fb3398 and add corresponded shaders?
Eugene wrote:I fixed this problem for D3D11 - wrote simplest shaders that do what needs to be done. Similar shaders should be written for GLES2 too. Can you take a look at https://bitbucket.org/eugene_gff/ogre-p ... 0006fb3398 and add corresponded shaders?
Well I don't know yet.The following simple shaders should do.