Re: [osg-users] SIGGRAPH 2012: OpenSceneGraph BOF

2012-06-06 Thread Tian Ma

dglenn wrote:
 Greetings All!
 
 I assume that we are going to have a BOF this year, since I just went over 
 the SIGGRAPH conference schedule and there is a listing with John's name on 
 it hosting. 
 
 See you there!


I wish i could go to SIGGRAPH maybe some years later...

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Re: [osg-users] [ANN] Proland: a new open source planet rendering engine

2012-05-29 Thread Tian Ma

ebruneton wrote:
 Hello dear OSG-community,
 
 INRIA is pleased to announce that Proland has been released in Open Source. 
 Proland is a C++/OpenGL library for the real-time realistic rendering of very 
 large and detailed 3D natural scenes on GPU. It is capable of rendering 
 entire planets from ground to space (with atmosphere, clouds, oceans, trees, 
 roads, etc). Proland is released under a dual GPLv3/commercial license. You 
 can try it by downloading a precompiled Windows demo (that you can find by 
 googling for Proland planet rendering engine).
 
 The Proland team


Congratulations!

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Re: [osg-users] osgWidget examples dataset

2012-04-13 Thread Tian Ma

markos wrote:
 Hi,
 
 I'm not sure if anyone noticed before, but there is a lot of data missing 
 from OpenSceneGraph dataset that are required to properly run osgwidget* 
 examples. For example, osgwidgetmessagebox uses theme-8-shadow.png and 
 theme-8.png, but these assets are nowhere to be found. I've check both 3.0.0 
 and trunk datasets.
 
 The problem is the examples look horrible without proper themes.  But even 
 using theme-2.png as substitute, makes them much prettier. :)
 
 I'd like to ask the author if it is possible to upload the missing files or 
 perhaps point me in the direction where to get them? Thanks.
 
 Cheers,
 Marko


I have noticed that before. But I just use the osgwidget functions, and did not 
look for these data.
Since you have met this too, I also want to know where are these data gone?

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Re: [osg-users] [osgOcean] I am in a puzzle about the realization of osgOcean's 'Glare effect'

2011-05-10 Thread Tian Ma

benang wrote:
 A noob trying to help a bit. Try looking at OceanScene::preRenderCull() 
 method. You'll see that it's being used there to render the scene.


Thanks a lot for your help. And sorry for so late to answer.

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[osg-users] [osgOcean] Iam in a puzzle about the realization of osgOcean's 'Glare effect'

2010-04-28 Thread Tian Ma
Hi,

I saw the code in 'OceanScen.cpp', that 5 cameras in 
'osgOcean::OceanScen::_glarePasses'  were used to render the glare effect.

But I saw the realization code in water.frag is just as bellow:
 if(osgOcean_EnableGlare)
{
float lum = luminance(lumColor);
gl_FragData[1] = vec4(lum);
}
And it looks like that the cameras in 'osgOcean::OceanScen::_glarePasses' were 
not been used anywhere. Will tell me why?


Thank you!

Cheers,
Tian

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-26 Thread Tian Ma

Skylark wrote:
 Hi Nick, Tian,
 
 
  I am using the latest code from the trunk and having the same issues as
  Jean S down in this thread.
  
 
 I think Tian, you did not add the --vbo command line option, that's why 
 you're not getting the crash. If I remove that option, i.e. the ocean is 
 rendered using the same technique as before, I don't get a crash either. 
 But using the --vbo option, which is the whole point of the branch is to 
 test the new ocean geometry technique, I get the crash I noted 
 previously (and gave the stack trace for).
 
 J-S
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Hi Jean:

I have understood what you say! 

Thanks!

This branch is just a test for VBO technic.

Cheers,
Tian

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-25 Thread Tian Ma

Kim Bale wrote:
 Hi Tian,
 
 Are you referring to the Request Warp pointer error?
 
 
 I've seen this before, I believe it's more to do with osgViewer rather than 
 osgOcean, it certainly shouldn't affect it's the program.
 
 
 Regards,
 
 
 Kim.
 
 
 


Hi Kim:

Yes. I have saw the problem now!

Thanks a lot!

The VBO ocean runs just well! :)

I saw the code that, sky and otherthings have not been added.

Cheers,

Tian

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-25 Thread Tian Ma

Trajce (Nick) Nikolov wrote:
 Hi Tian,
 
 I am having triubles to run it on Windows. What is your platform?
 -Nick


Hi Nick:

My platform is Visual Studio 2005 sp1 and osg2.8.2 on Window XP.

What is your problem?

Cheers,
Tian

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Tian Ma

zonk wrote:
 Hi,
 
 well, must of this forum's users are not chinese aware ;) can you translate 
 the error message into english?
 
 Thank you!
 
 Cheers,
 Torben


Hi Torben:

Sorry about that! I was a little wrought-up when I met this problem.
I have translate the error!

-MT

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Tian Ma

Kim Bale wrote:
 Oceansurface wasn't initialised, I've fixed and checked this in to the branch.
 
 Only additional hardware requirement is VBO support which I gather is pretty 
 standard. If you find that you have problems with this you can disable the 
 use of VBOs in the FFTOceanSurfaceVBO constructor and recompile. It should 
 still work.
 
 
 Regards,
 
 
 Kim.


Hi Kim:

Thanks!

Your modification have fixed the problem! But a new problem occured. 

The screen shot is as bellow!

Cheers,
Tian

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[osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-23 Thread Tian Ma
Hi,

I have updated 'branch\osgOcean-VBO' project though 'SVN', and compiled it 
sucessfully.

When I run the 'oceanExample_SIMPLE.exe', an 'Memory Error' occured. I have a 
screen shot bellow!

When I debug this, a break occured at:
'oceanSurface-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF)'

Anyone tell what is the problem? Any new hardware capability needed for 
osgOcean-VBO?

Thank you!

Cheers,
Tian

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Re: [osg-users] [osgOcean] osgOcean Geometry

2010-02-04 Thread Tian Ma
Good work Kim! I have update the svn code! A little real-time |-) 
 :D 


Kim Bale wrote:
 Hi Paul,
 
 Yes you're right this is due to the rather inefficient method of updating the 
 surface primitives and vertices that osgOcean uses at the moment. Explained 
 here:
 
 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html
  
 (http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html)
 
 
 Like I say in that post I have written a test case which significantly 
 improves the performance of this area but haven't actually added it into the 
 library code yet. This isn't helped by the fact that I keep forgetting to put 
 the test code on the svn so other people can't see the approach. However, I 
 WILL remember to do that tonight so if you want to see a solution for it you 
 can have a go. 
 
 
 I've done the hard bit, I just haven't had time to add it into the core 
 library code. If you check the sandbox directory on the svn later this 
 evening you can have a look. 
 
 
 Regards,
 
 
 Kim.
 
 
 
 On 4 February 2010 13:13, Paul Palumbo  () wrote:
 
  I'm running osgOcean and I'm only interested into ocean surface effects 
  (the geometry in particular). I also have a hard time limit on each frame 
  time. However, with osgOcean, I'm seeing some large spikes in processing 
  time that are causing me problems.
  
  In particular, I'm seeing the FFTOceanSurface::computeVertices routine 
  (called every 50ms) taking around 17-25ms per call and 
  FFTOceanSurface::computePrimitives routine (called when tile LOD changes) 
  taking 10-15ms and I'm looking for a way to make this more real-time. 
  These timing numbers are with osgOcean parameters using in the oceanExample 
  code.
  
  Could the ocean surface geometry be defined at initialization at the scene 
  graph level for each tile/frame rather than being redefined every 50ms as 
  it doing now. In computePrimitives, couldn't the geometry only need to be 
  regenerated for the times that changed LOD?
  
  Any advice would be appreciated.
  
  Thanks,
  Paul P.
  
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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-17 Thread Tian Ma

paul1492 wrote:
 Okay... Now that I'm understanding more of the code lately, maybe that wasn't 
 the best of images to reference.
 
 However, I'm seeing exactly the same black dots in the image when I use the 
 standard oceanExample case with its sky dome and viewing above the ocean 
 surface. When I turn on back face culling, I do not see the black dots. 
 
 What does it mean to have back facing polygons when above the ocean surface? 
 I can understand this when you are under the ocean surface but above.
 
 Paul P.


Hi Paul:

   I think that, beacuse of the reflection effect, we have to have back facing 
polygons of the objects above surface.

MT.

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Re: [osg-users] [osgOcean] wave generator

2010-01-06 Thread Tian Ma
Funny :)



Kim Bale wrote:
 
  Kim,
  
 
 
 
 *ahem* 
 
 Replying to myself there for some reason..
 
 
 K.
 
 
 2010/1/6 Kim Bale  ()
 
  Kim,
  
  
  This is to some extent what already happens with the mipmapping LOD that 
  osgOcean currently uses.  
  
  The problem is that the multi-res surface is dependant on the position of 
  the camera and not on local features. The code to recompute the surface 
  primitives is already pretty complicated, to do it based on both camera 
  position and local features would be a nightmare (if at all possible).
  
  
  One way to address this would be to increase the resolution of the highest 
  level of detail and only apply the iwave algorithm to tiles in close 
  proximity to the camera. 
  
  
  
  K.
  
  2010/1/5 Trajce Nikolov  ()
  
ok. I will have a look
   
    It is however a pretty expensive effect and the resolution of the ocean 
   has to be increased 
   
   
   
   How about having multi-res ocean, what I mean to have it tiled with 
   different res on each tile
   Nick
   
   http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
   
   Sent from Devlet, Ankara, Turkey 
   
   
   On Tue, Jan 5, 2010 at 12:10 PM, Kim Bale  () wrote:
   
 Hi Nick,


It isn't support in osgOcean at the moment. However, Tessendorf 
discusses a technique called iwave which can be used to create 
localised wave deformation in conjunction with the FFT ocean technique. 
You can read about it here: 

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf 
(http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf)


I had a student implement it in an ogl app a while back and the effect 
was quite good. It is however a pretty expensive effect and the 
resolution of the ocean has to be increased rather a lot otherwise its 
very chunky. 


 
(http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf)K.


2010/1/5 Trajce Nikolov  ()

 
 Hi gurus,
 
 Is it possible to have a wave generator at specific position in the 
 ocean? Like the rear or front of the boat, rain drops .. etc ..? Nick
 
 http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
 Sent from Izmit, 41, Turkey 
 
 
 
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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Tian Ma
Hi Nick:

  The effect is very interesting. I just want to get the effect profile, which 
means that we could see both underwater and above water.

   How could I get that effect?

Cheers,
MT



Trajce Nikolov wrote:
 Hi Kim,
 
 I turned that off and I see the quad under water. see attached
 
 
 One more thing. I am trying to implement osgEphemeris with osgOcean, and so 
 far it looks good but two problems. Somehow, when I add the ephemeris into 
 the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled 
 - at least that are the visual impressions. Any thoughts on this?
 Nick
 
 http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
 Sent from Izmit, 41, Turkey 
 
 On Tue, Jan 5, 2010 at 11:14 AM, Kim Bale  () wrote:
 
   Hi Nick,
  
  osgOcean (with all the effects turned on) renders to a quad on the screen, 
  this is because there are a number of post processing effects that require 
  it (glare, dof). If I understand your problem correctly, you will need to 
  set the frame buffer size to the size of your window with setScreenDims( 
  osg::Vec2f ) and the quad will fill the window. 
  
  
  Alternatively turn off glare and depth of field. 
  
  
  Regards,
  
  
  Kim.
  
  
  2010/1/5 Trajce Nikolov  () 
  
  
   What I am getting is View in a Window. Please see the attached image. The 
   osgOcean opens another window instead of rendering in the one I created. 
   Any ideas, hints?  Nick
   
   http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
   
   Sent from Izmit, 41, Turkey 
   
   
   On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov  () wrote:
   
 Hi Tian Ma,
well, the example works just fine. Also, when I step thru, I am not 
getting any errors. Just not able to see the ocean surface and getting 
the screen aligned quad (black) ... Any ideas?
Nick

http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)




On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma  () wrote:

  Hi Nick:
 
  Could you run the ocean example successfully?
 
  Any errors occured when you get a back screen?
 
 Cheers,
 MT
 
 
 
 Trajce Nikolov wrote:
 
  Hi,
  
  I am trying to embed the ocean stuff into my application. I mimic 
  the code from the example, and all I get is 2D black screen aligned 
  quad. Any hints?
  
  
  Thanks
  
  
  Nick
  
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick) 
  (http://www.linkedin.com/in/tnick 
  (http://www.linkedin.com/in/tnick))
  Sent from Devlet, Ankara, Turkey
  
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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-03 Thread Tian Ma
Hi Nick:

  Could you run the ocean example successfully? 

  Any errors occured when you get a back screen?

Cheers,
MT



Trajce Nikolov wrote:
 Hi,
 
 I am trying to embed the ocean stuff into my application. I mimic the code 
 from the example, and all I get is 2D black screen aligned quad. Any hints?
 
 
 Thanks
 
 
 Nick
 
 http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
 Sent from Devlet, Ankara, Turkey
 
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Re: [osg-users] [osgOcean] Wake effects?

2009-12-02 Thread Tian Ma
here it is.


Kim Bale wrote:
 Hi Tian,
 
 There's no file attached...
 
 Kim.
 
 
 2009/12/2 Tian Ma :
 
  Hi Kim:
  
  Does the information above help ?
  
  My graphic card is a little old, rihgt? :)
  
  Regards,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   Could you download and run this program for me:
   
   http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
   
   And then use the Full XML Export tool under the Tools tab and then
   send me the xml file please.
   
   I need to know exactly what your card supports and I can't seem to
   find out from my searches.
   
   Cheers.
   
   Kim.
   
   
   
   2009/11/27 Tian Ma :
   
   
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:


 Hi Tian,
 
 It did highlight some useful stuff. Unfortunately I won't get round to
 fixing this immediately.
 
 However, if you want to use the version in the trunk you can probably
 get round it by replacing the uniform booleans one by one with hard
 coded values in the water shader for the options you want to enable
 until it stop complaining. Obviously this is a temporary fix until I
 get round to investigating further.
 
 K.
 
 2009/11/26 Tian Ma :
 
 
 
  Hi Kim:
  
  Thanks for your helpful work!
  
  Does the information inf file ocean_output.txt help?
  
  Regards,
  Tian
  
  
  Kim Bale wrote:
  
  
  
   Hi Peter,
   
   Well this is really what the many weird and wonderful configurable
   options are for in OceanScene, nearly every effect can be turned 
   off
   an on to suit the graphics card configuration. I think it's 
   probably
   better to do it this way, rather than grouping them together to 
   give
   the low,medium and high settings, as you can fine tune the 
   rendering
   to suit the available hardware.
   
   The core water shader itself isn't so expensive, it's largely the 
   pre
   render passes that bring down the frame rate and all of these can 
   be
   turned off and on as desired.
   
   (I think) the problem with Tians card at the moment is that the 
   water
   shader in the trunk has used up all the maximum number of uniforms
   permitted on nvidia 7 series card which use a version of glsl 
   that I'm
   not 100% sure of. But I think this can be worked around, I just
   haven't got round to it yet (plus it's quite hard to test without 
   a
   suitable card)
   
   K.
   
   
   2009/11/26 Peter Bear :
   
   
   
   
Would it be possible to implement sort of a config option with 
2 or more shaders for multiple quality levels? This would allow 
for the use of one shader if you have a more powerful card, or 
another shader for an older card.
Peter

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Re: [osg-users] [osgOcean] Wake effects?

2009-12-01 Thread Tian Ma
Hi Kim:

Does the information above help ?

My graphic card is a little old, rihgt? :)

Regards,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Could you download and run this program for me:
 
 http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
 
 And then use the Full XML Export tool under the Tools tab and then
 send me the xml file please.
 
 I need to know exactly what your card supports and I can't seem to
 find out from my searches.
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/27 Tian Ma :
 
  Hi Kim:
  
  Thank you!
  
  By now, I am using the olde version. And I will try more.
  
  Regards,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   It did highlight some useful stuff. Unfortunately I won't get round to
   fixing this immediately.
   
   However, if you want to use the version in the trunk you can probably
   get round it by replacing the uniform booleans one by one with hard
   coded values in the water shader for the options you want to enable
   until it stop complaining. Obviously this is a temporary fix until I
   get round to investigating further.
   
   K.
   
   2009/11/26 Tian Ma :
   
   
Hi Kim:

Thanks for your helpful work!

Does the information inf file ocean_output.txt help?

Regards,
Tian


Kim Bale wrote:


 Hi Peter,
 
 Well this is really what the many weird and wonderful configurable
 options are for in OceanScene, nearly every effect can be turned off
 an on to suit the graphics card configuration. I think it's probably
 better to do it this way, rather than grouping them together to give
 the low,medium and high settings, as you can fine tune the rendering
 to suit the available hardware.
 
 The core water shader itself isn't so expensive, it's largely the pre
 render passes that bring down the frame rate and all of these can be
 turned off and on as desired.
 
 (I think) the problem with Tians card at the moment is that the water
 shader in the trunk has used up all the maximum number of uniforms
 permitted on nvidia 7 series card which use a version of glsl that I'm
 not 100% sure of. But I think this can be worked around, I just
 haven't got round to it yet (plus it's quite hard to test without a
 suitable card)
 
 K.
 
 
 2009/11/26 Peter Bear :
 
 
 
  Would it be possible to implement sort of a config option with 2 or 
  more shaders for multiple quality levels? This would allow for the 
  use of one shader if you have a more powerful card, or another 
  shader for an older card.
  Peter
  
  --
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Re: [osg-users] [osgOcean] How to compile osgOcean

2009-11-30 Thread Tian Ma
Hi Ice-D:

I think you need to compile the osgocean project first, and then the 
'example' and 'install' projects.

Cheers,
Tian


Ice-D wrote:
 Here some more information.
 
 I think it is not a problem with the FFTSS library, instead cmake has a 
 problem:
 
 CMake Error at src/osgOcean/CMakeLists.txt:123 (INSTALL):
   install TARGETS given no FRAMEWORK DESTINATION for shared library FRAMEWORK
   target osgOcean.
 
 Does someone know how to solve this?


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Re: [osg-users] [osgOcean] Wake effects?

2009-11-29 Thread Tian Ma
Hi Kim:

I am so sorry to reply you so late. I went out last weekend.

I will try this today!

Regards,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Could you download and run this program for me:
 
 http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
 
 And then use the Full XML Export tool under the Tools tab and then
 send me the xml file please.
 
 I need to know exactly what your card supports and I can't seem to
 find out from my searches.
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/27 Tian Ma :
 
  Hi Kim:
  
  Thank you!
  
  By now, I am using the olde version. And I will try more.
  
  Regards,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   It did highlight some useful stuff. Unfortunately I won't get round to
   fixing this immediately.
   
   However, if you want to use the version in the trunk you can probably
   get round it by replacing the uniform booleans one by one with hard
   coded values in the water shader for the options you want to enable
   until it stop complaining. Obviously this is a temporary fix until I
   get round to investigating further.
   
   K.
   
   2009/11/26 Tian Ma :
   
   
Hi Kim:

Thanks for your helpful work!

Does the information inf file ocean_output.txt help?

Regards,
Tian


Kim Bale wrote:


 Hi Peter,
 
 Well this is really what the many weird and wonderful configurable
 options are for in OceanScene, nearly every effect can be turned off
 an on to suit the graphics card configuration. I think it's probably
 better to do it this way, rather than grouping them together to give
 the low,medium and high settings, as you can fine tune the rendering
 to suit the available hardware.
 
 The core water shader itself isn't so expensive, it's largely the pre
 render passes that bring down the frame rate and all of these can be
 turned off and on as desired.
 
 (I think) the problem with Tians card at the moment is that the water
 shader in the trunk has used up all the maximum number of uniforms
 permitted on nvidia 7 series card which use a version of glsl that I'm
 not 100% sure of. But I think this can be worked around, I just
 haven't got round to it yet (plus it's quite hard to test without a
 suitable card)
 
 K.
 
 
 2009/11/26 Peter Bear :
 
 
 
  Would it be possible to implement sort of a config option with 2 or 
  more shaders for multiple quality levels? This would allow for the 
  use of one shader if you have a more powerful card, or another 
  shader for an older card.
  Peter
  
  --
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Tian Ma
Hi Kim:

Thanks for your helpful work!

Does the information inf file ocean_output.txt help?

Regards,
Tian


Kim Bale wrote:
 Hi Peter,
 
 Well this is really what the many weird and wonderful configurable
 options are for in OceanScene, nearly every effect can be turned off
 an on to suit the graphics card configuration. I think it's probably
 better to do it this way, rather than grouping them together to give
 the low,medium and high settings, as you can fine tune the rendering
 to suit the available hardware.
 
 The core water shader itself isn't so expensive, it's largely the pre
 render passes that bring down the frame rate and all of these can be
 turned off and on as desired.
 
 (I think) the problem with Tians card at the moment is that the water
 shader in the trunk has used up all the maximum number of uniforms
 permitted on nvidia 7 series card which use a version of glsl that I'm
 not 100% sure of. But I think this can be worked around, I just
 haven't got round to it yet (plus it's quite hard to test without a
 suitable card)
 
 K.
 
 
 2009/11/26 Peter Bear :
 
  Would it be possible to implement sort of a config option with 2 or more 
  shaders for multiple quality levels? This would allow for the use of one 
  shader if you have a more powerful card, or another shader for an older 
  card.
  Peter
  
  --
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Tian Ma
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
 Hi Tian,
 
 It did highlight some useful stuff. Unfortunately I won't get round to
 fixing this immediately.
 
 However, if you want to use the version in the trunk you can probably
 get round it by replacing the uniform booleans one by one with hard
 coded values in the water shader for the options you want to enable
 until it stop complaining. Obviously this is a temporary fix until I
 get round to investigating further.
 
 K.
 
 2009/11/26 Tian Ma :
 
  Hi Kim:
  
  Thanks for your helpful work!
  
  Does the information inf file ocean_output.txt help?
  
  Regards,
  Tian
  
  
  Kim Bale wrote:
  
   Hi Peter,
   
   Well this is really what the many weird and wonderful configurable
   options are for in OceanScene, nearly every effect can be turned off
   an on to suit the graphics card configuration. I think it's probably
   better to do it this way, rather than grouping them together to give
   the low,medium and high settings, as you can fine tune the rendering
   to suit the available hardware.
   
   The core water shader itself isn't so expensive, it's largely the pre
   render passes that bring down the frame rate and all of these can be
   turned off and on as desired.
   
   (I think) the problem with Tians card at the moment is that the water
   shader in the trunk has used up all the maximum number of uniforms
   permitted on nvidia 7 series card which use a version of glsl that I'm
   not 100% sure of. But I think this can be worked around, I just
   haven't got round to it yet (plus it's quite hard to test without a
   suitable card)
   
   K.
   
   
   2009/11/26 Peter Bear :
   
   
Would it be possible to implement sort of a config option with 2 or 
more shaders for multiple quality levels? This would allow for the use 
of one shader if you have a more powerful card, or another shader for 
an older card.
Peter

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Tian Ma
Hi Kim:


Thanks for your patience!

I have done what you advised.

And the ocean_output.txt file was give as followed attatchment.

Will you please see what's the problem really is?

Cheers,
Tian



Kim Bale wrote:
 Ok I reckon the water.frag has used up the maximum allowed uniforms
 for that card, I've come across this issue before with the 7 series
 cards. There are some tricks to get around this, so I'll see if I fix
 it.
 
 Is there any chance you could set the notify level to
 osg::NotifySeverity::INFO and then pipe the output from oceanExample
 to a file and send it to me? It might tell me how many I've used and
 are allowed to use on that card.
 
 You can do it easily in the command prompt (win32) by using the command
 
 oceanExample  ocean_output.txt
 
 Regards,
 
 Kim.
 
 
 
 2009/11/25 Tian Ma :
 
  Hi Kim:
  
  My graphics card is 'NVIDIA GeForce 7300 LE'.
  
  The version number = r181 could work normally on this card.
  
  And since r182 to 185, the error emerged.
  
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   Last night I committed the changes that permit alpha tranparencies to
   be used in conjunction with the glare and depth of field effects. This
   required the use of multiple render targets (
   http://code.google.com/p/osgocean/source/detail?r=183 ) and some
   changes to some of the shaders.
   
   It looks like that's used up the maximum varying attributes of your
   card and also possibly your card doesn't support MRTs.
   
   What graphics card are you using? Could you set the notify level to
   osg::notifylevel::info and dump the contents to file so I can see
   exactly what the problem is?
   
   Cheers.
   
   Kim.
   
   2009/11/24 Tian Ma :
   
   
Hi Kim,

I update the source code from SVN today and generate the new ocean 
project. When run the example, some errors emerge. The error image is 
as follow link:

http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG

Something wrong with the water.frag?

Thank you!

Cheers,
Tian



Kim Bale wrote:


 Hello Erik,
 
 Sorry I missed your post yesterday. There isn't really any support for
 wakes on the sea surface at the moment, although it's definitely
 something that needs addressing.
 
 However, I just had a submission which uses the depth buffer to add
 breaking foam to the shoreline. This does sort for work for other
 objects on sea, like ships, but it doesn't look very pretty at the
 moment. You're more than welcome to have a play with the effect and
 see if you can do anything with it. From what I understand what you'd
 need to do is add a sort of sloped geometry which tracks you your
 boat, that would get picked up in the depth buffer and the same foam
 texture used on the wave crests is applied to it.
 
 It's been checked into the trunk, but like I say it needs a little 
 work.
 
 There was a discussion about it here:
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/18 Erik Johnson :
 
 
 
  Hi,
  
  I thought this would have come up before, but does anyone have 
  suggestions how to render a boat's wake?  Using osgParticle 
  provides an ok solution, but falls apart rapidly if the ocean 
  waves are too large (the particles go underwater).
  
  Would be cool to leverage the same texturing effects as the wave 
  crest foam stuff - just not sure how.  :)
  
  Thanks for any suggestions,
  Erik
  
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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-24 Thread Tian Ma
Hi Kim:

   It is really my honor to test the new Version.

   The follow links are my test effect on my own computer:

1.We can see that: the sharp white around the boat is still there, although the 
around water looks transparent.

http://storage.openlab.net.cn/forums/2009-11-24/1981569/boat.JPG

2. When I look up to the boat under the ocean, the boat's color seems abnormal( 
purple ).

http://storage.openlab.net.cn/forums/2009-11-24/1981569/down_up.JPG

3.The foams around the island gone, and the water is just transparent around 
the shore.

http://storage.openlab.net.cn/forums/2009-11-24/1981569/foam.JPG


I will test the particle effect tomorrow morning on my work computer.

Cheers,
MT
  


Kim Bale wrote:
 Erik, Tian et al.
 
 I committed some changes to the trunk last night that allow
 transparencies, and thus particle systems to work with the glare and
 depth of field effects
 (http://code.google.com/p/osgocean/source/detail?r=183). If you could
 test this functionality I would be grateful, it works fine on my
 machine, but I only tested it with a transparent quad and not particle
 systems but it appears Tian is having issues with the Multiple render
 target support.
 
 Color buffer writes are now done to gl_FragData[0] and luminance/depth
 writes to gl_FragData[1]. You can see these changes in the water,
 terrain and default shaders.
 
 Let me know how you get on.
 
 Kim.
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
Hi Kim:

This errors occurs on the computer in my office. I think the card is a little 
old:(

Beacause it is night here, I will do what you advised tomorrow morning.

Thank you!

Cheers,
MT



Kim Bale wrote:
 Hi Tian,
 
 Last night I committed the changes that permit alpha tranparencies to
 be used in conjunction with the glare and depth of field effects. This
 required the use of multiple render targets (
 http://code.google.com/p/osgocean/source/detail?r=183 ) and some
 changes to some of the shaders.
 
 It looks like that's used up the maximum varying attributes of your
 card and also possibly your card doesn't support MRTs.
 
 What graphics card are you using? Could you set the notify level to
 osg::notifylevel::info and dump the contents to file so I can see
 exactly what the problem is?
 
 Cheers.
 
 Kim.
 
 2009/11/24 Tian Ma :
 
  Hi Kim,
  
  I update the source code from SVN today and generate the new ocean project. 
  When run the example, some errors emerge. The error image is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
  
  Something wrong with the water.frag?
  
  Thank you!
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hello Erik,
   
   Sorry I missed your post yesterday. There isn't really any support for
   wakes on the sea surface at the moment, although it's definitely
   something that needs addressing.
   
   However, I just had a submission which uses the depth buffer to add
   breaking foam to the shoreline. This does sort for work for other
   objects on sea, like ships, but it doesn't look very pretty at the
   moment. You're more than welcome to have a play with the effect and
   see if you can do anything with it. From what I understand what you'd
   need to do is add a sort of sloped geometry which tracks you your
   boat, that would get picked up in the depth buffer and the same foam
   texture used on the wave crests is applied to it.
   
   It's been checked into the trunk, but like I say it needs a little work.
   
   There was a discussion about it here:
   
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
   
   Cheers.
   
   Kim.
   
   
   
   2009/11/18 Erik Johnson :
   
   
Hi,

I thought this would have come up before, but does anyone have 
suggestions how to render a boat's wake?  Using osgParticle provides an 
ok solution, but falls apart rapidly if the ocean waves are too large 
(the particles go underwater).

Would be cool to leverage the same texturing effects as the wave crest 
foam stuff - just not sure how.  :)

Thanks for any suggestions,
Erik

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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-24 Thread Tian Ma
Hi Kim: 

No, I am not. 

But the model was under a pisitionAttitudeNode, and I just make the model -1 
meter down. Does it matter? 

When go near the model, the reflection will be more and more cmoplete and looks 
like many triangle reflections combined together. 

The picture is as follow link:

http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
Cheers, 
MT





Kim Bale wrote:
 Are you using a matrix transform above OceanScene to alter the sea level?
 
 K.
 
 
 2009/11/19 Tian Ma :
 
  Hi Kim:
  
  I just give the picture's URL link below:
  
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
  
  Cheers,
  MT
  
  
  
  Kim Bale wrote:
  
   There's no attachment at all now :(
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim,

I have amended the attachment problem. Can you see the picture clearly 
now?

Cheers,
MT


Kim Bale wrote:


 Hi Tian,
 
 I can't really see what's wrong from the attached picture, it kind of
 looks like a dirty blue splodge...
 
 K.
 
 
 2009/11/19 Tian Ma :
 
 
 
  Hi Kim,
  
  When add my own island model to the oceanscene and of cource 
  nodemask and shaders have been set to the model, I found that the 
  reflection of the model on the ocean surface is not complete.
  
  Will you please tell me what caused this problem? And coule the 
  problem be solved?
  
  Thank you!
  
  Cheers,
  Tian[/img]
  
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-24 Thread Tian Ma
Hi Kim:

Oh, great!! That fix the problem!
 
Thank you  for your quick work!

Cheers,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Sorry about the late reply on this, I must have got distracted and
 forgot to reply.
 
 
  But the model was under a pisitionAttitudeNode, and I just make the model 
  -1 meter down. Does it matter?
  
 
 No that shouldn't matter, transforming the ocean surface itself may
 cause problems though.
 
 It's possible that one side of the model is being culled in the
 reflection and you're seeing the inside of the model. I just added an
 override to the reflection camera that should force face culling to
 off when it's passing through the reflection camera
 (http://code.google.com/p/osgocean/source/detail?r=184). This might
 fix the problem, could you try updating from the trunk and see if the
 issue is resolved?
 
 Cheers.
 
 K.
 
 
 2009/11/24 Tian Ma :
 
  Hi Kim:
  
  No, I am not.
  
  But the model was under a pisitionAttitudeNode, and I just make the model 
  -1 meter down. Does it matter?
  
  When go near the model, the reflection will be more and more cmoplete and 
  looks like many triangle reflections combined together.
  
  The picture is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
  Cheers,
  MT
  
  
  
  
  
  Kim Bale wrote:
  
   Are you using a matrix transform above OceanScene to alter the sea level?
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim:

I just give the picture's URL link below:

http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg

Cheers,
MT



Kim Bale wrote:


 There's no attachment at all now :(
 
 K.
 
 
 2009/11/19 Tian Ma :
 
 
 
  Hi Kim,
  
  I have amended the attachment problem. Can you see the picture 
  clearly now?
  
  Cheers,
  MT
  
  
  Kim Bale wrote:
  
  
  
   Hi Tian,
   
   I can't really see what's wrong from the attached picture, it 
   kind of
   looks like a dirty blue splodge...
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
   
   
Hi Kim,

When add my own island model to the oceanscene and of cource 
nodemask and shaders have been set to the model, I found that 
the reflection of the model on the ocean surface is not 
complete.

Will you please tell me what caused this problem? And coule the 
problem be solved?

Thank you!

Cheers,
Tian[/img]

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
Hi Kim:

My graphics card is 'NVIDIA GeForce 7300 LE'.

The version number = r181 could work normally on this card. 

And since r182 to 185, the error emerged.


Cheers,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Last night I committed the changes that permit alpha tranparencies to
 be used in conjunction with the glare and depth of field effects. This
 required the use of multiple render targets (
 http://code.google.com/p/osgocean/source/detail?r=183 ) and some
 changes to some of the shaders.
 
 It looks like that's used up the maximum varying attributes of your
 card and also possibly your card doesn't support MRTs.
 
 What graphics card are you using? Could you set the notify level to
 osg::notifylevel::info and dump the contents to file so I can see
 exactly what the problem is?
 
 Cheers.
 
 Kim.
 
 2009/11/24 Tian Ma :
 
  Hi Kim,
  
  I update the source code from SVN today and generate the new ocean project. 
  When run the example, some errors emerge. The error image is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
  
  Something wrong with the water.frag?
  
  Thank you!
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hello Erik,
   
   Sorry I missed your post yesterday. There isn't really any support for
   wakes on the sea surface at the moment, although it's definitely
   something that needs addressing.
   
   However, I just had a submission which uses the depth buffer to add
   breaking foam to the shoreline. This does sort for work for other
   objects on sea, like ships, but it doesn't look very pretty at the
   moment. You're more than welcome to have a play with the effect and
   see if you can do anything with it. From what I understand what you'd
   need to do is add a sort of sloped geometry which tracks you your
   boat, that would get picked up in the depth buffer and the same foam
   texture used on the wave crests is applied to it.
   
   It's been checked into the trunk, but like I say it needs a little work.
   
   There was a discussion about it here:
   
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
   
   Cheers.
   
   Kim.
   
   
   
   2009/11/18 Erik Johnson :
   
   
Hi,

I thought this would have come up before, but does anyone have 
suggestions how to render a boat's wake?  Using osgParticle provides an 
ok solution, but falls apart rapidly if the ocean waves are too large 
(the particles go underwater).

Would be cool to leverage the same texturing effects as the wave crest 
foam stuff - just not sure how.  :)

Thanks for any suggestions,
Erik

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-23 Thread Tian Ma
Hi Kim,

I update the source code from SVN today and generate the new ocean project. 
When run the example, some errors emerge. The error image is as follow link:

http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG

Something wrong with the water.frag?

Thank you!

Cheers,
Tian



Kim Bale wrote:
 Hello Erik,
 
 Sorry I missed your post yesterday. There isn't really any support for
 wakes on the sea surface at the moment, although it's definitely
 something that needs addressing.
 
 However, I just had a submission which uses the depth buffer to add
 breaking foam to the shoreline. This does sort for work for other
 objects on sea, like ships, but it doesn't look very pretty at the
 moment. You're more than welcome to have a play with the effect and
 see if you can do anything with it. From what I understand what you'd
 need to do is add a sort of sloped geometry which tracks you your
 boat, that would get picked up in the depth buffer and the same foam
 texture used on the wave crests is applied to it.
 
 It's been checked into the trunk, but like I say it needs a little work.
 
 There was a discussion about it here:
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/18 Erik Johnson :
 
  Hi,
  
  I thought this would have come up before, but does anyone have suggestions 
  how to render a boat's wake?  Using osgParticle provides an ok solution, 
  but falls apart rapidly if the ocean waves are too large (the particles go 
  underwater).
  
  Would be cool to leverage the same texturing effects as the wave crest 
  foam stuff - just not sure how.  :)
  
  Thanks for any suggestions,
  Erik
  
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Tian Ma
Hi Kim:

I have seen the dicussions in the page you give. 

Good works about the foam added to the shoreline. 

I have update my source from SVN, when I test the new source, I found that the 
foam effects around the boat is still sharp white. Is that still a unsolved 
problem?

Cheers,
MT


Kim Bale wrote:
 Hello Erik,
 
 Sorry I missed your post yesterday. There isn't really any support for
 wakes on the sea surface at the moment, although it's definitely
 something that needs addressing.
 
 However, I just had a submission which uses the depth buffer to add
 breaking foam to the shoreline. This does sort for work for other
 objects on sea, like ships, but it doesn't look very pretty at the
 moment. You're more than welcome to have a play with the effect and
 see if you can do anything with it. From what I understand what you'd
 need to do is add a sort of sloped geometry which tracks you your
 boat, that would get picked up in the depth buffer and the same foam
 texture used on the wave crests is applied to it.
 
 It's been checked into the trunk, but like I say it needs a little work.
 
 There was a discussion about it here:
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/18 Erik Johnson :
 
  Hi,
  
  I thought this would have come up before, but does anyone have suggestions 
  how to render a boat's wake?  Using osgParticle provides an ok solution, 
  but falls apart rapidly if the ocean waves are too large (the particles go 
  underwater).
  
  Would be cool to leverage the same texturing effects as the wave crest 
  foam stuff - just not sure how.  :)
  
  Thanks for any suggestions,
  Erik
  
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-19 Thread Tian Ma
Hi Kim,

When add my own island model to the oceanscene and of cource nodemask and 
shaders have been set to the model, I found that the reflection of the model on 
the ocean surface is not complete.

Will you please tell me what caused this problem? And coule the problem be 
solved?

Thank you!

Cheers,
Tian[/img]

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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-19 Thread Tian Ma
Hi Kim,

I have amended the attachment problem. Can you see the picture clearly now?

Cheers,
MT


Kim Bale wrote:
 Hi Tian,
 
 I can't really see what's wrong from the attached picture, it kind of
 looks like a dirty blue splodge...
 
 K.
 
 
 2009/11/19 Tian Ma :
 
  Hi Kim,
  
  When add my own island model to the oceanscene and of cource nodemask and 
  shaders have been set to the model, I found that the reflection of the 
  model on the ocean surface is not complete.
  
  Will you please tell me what caused this problem? And coule the problem be 
  solved?
  
  Thank you!
  
  Cheers,
  Tian[/img]
  
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-19 Thread Tian Ma
Hi Kim:

I just give the picture's URL link below:

http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg

Cheers,
MT



Kim Bale wrote:
 There's no attachment at all now :(
 
 K.
 
 
 2009/11/19 Tian Ma :
 
  Hi Kim,
  
  I have amended the attachment problem. Can you see the picture clearly now?
  
  Cheers,
  MT
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   I can't really see what's wrong from the attached picture, it kind of
   looks like a dirty blue splodge...
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim,

When add my own island model to the oceanscene and of cource nodemask 
and shaders have been set to the model, I found that the reflection of 
the model on the ocean surface is not complete.

Will you please tell me what caused this problem? And coule the problem 
be solved?

Thank you!

Cheers,
Tian[/img]

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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-19 Thread Tian Ma
Hi Kim:

No, I am not. 

But the model was under a pisitionAttitudeNode, and I just make the model -1 
meter down. Does it matter?

Cheers,
MT



Kim Bale wrote:
 Are you using a matrix transform above OceanScene to alter the sea level?
 
 K.
 
 
 2009/11/19 Tian Ma :
 
  Hi Kim:
  
  I just give the picture's URL link below:
  
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
  
  Cheers,
  MT
  
  
  
  Kim Bale wrote:
  
   There's no attachment at all now :(
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim,

I have amended the attachment problem. Can you see the picture clearly 
now?

Cheers,
MT


Kim Bale wrote:


 Hi Tian,
 
 I can't really see what's wrong from the attached picture, it kind of
 looks like a dirty blue splodge...
 
 K.
 
 
 2009/11/19 Tian Ma :
 
 
 
  Hi Kim,
  
  When add my own island model to the oceanscene and of cource 
  nodemask and shaders have been set to the model, I found that the 
  reflection of the model on the ocean surface is not complete.
  
  Will you please tell me what caused this problem? And coule the 
  problem be solved?
  
  Thank you!
  
  Cheers,
  Tian[/img]
  
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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-18 Thread Tian Ma
Hi Kim,

 Thank you!
 Good work!
 I am very glad to here that.

Cheers,
MT




Kim Bale wrote:
 Hi MT,
 
 I've been working on this for the past couple of evenings. It's pretty
 much done, but I haven't tested it yet. I should have it checked in by
 Monday, I'll post on this thread when it's done.
 
 Kim.
 
 
 
 2009/11/18 Tian Ma :
 
  Hi Kim:
  
    Have you solved the particle render problem in OsgOcean1.01?
  
    Could I open the glare and DOF effects with fire particle effect?
  
  Cheers,
  MT
  
  
  
  Kim Bale wrote:
  
   Haha well I've never played with them so I was rather sketchy on the 
   theory.
   
   Using MRTs would actually make for a pretty easy fix. I shall see if I
   can do that this week.
   
   K.
   
   
   
   2009/11/16 Jean-Sébastien Guay :
   
   
Hi Kim,



 I'm not sure if Ogls multiple render target
 implementation is any more efficient than using a completely separate
 pass but rendering the ocean twice would be very costly.
 
 

Yes, of course MRT is more efficient than multiple passes... It's only 
one
pass of the geometry, but with multiple buffer attachments that you can
address independently in your shaders. That's the whole point of MRT :-)

J-S
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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-17 Thread Tian Ma
Hi Kim:

   Have you solved the particle render problem in OsgOcean1.01?

   Could I open the glare and DOF effects with fire particle effect?

Cheers,
MT



Kim Bale wrote:
 Haha well I've never played with them so I was rather sketchy on the theory.
 
 Using MRTs would actually make for a pretty easy fix. I shall see if I
 can do that this week.
 
 K.
 
 
 
 2009/11/16 Jean-Sébastien Guay :
 
  Hi Kim,
  
  
   I'm not sure if Ogls multiple render target
   implementation is any more efficient than using a completely separate
   pass but rendering the ocean twice would be very costly.
   
  
  Yes, of course MRT is more efficient than multiple passes... It's only one
  pass of the geometry, but with multiple buffer attachments that you can
  address independently in your shaders. That's the whole point of MRT :-)
  
  J-S
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[osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi,

I have turn off all the underwater effects, but still blurry. 

I want to know that: which parameter or functions can make the blurry 
underwater ground clear?

Thank you!

Cheers,
Tian

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Re: [osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi Kim ,

   Thanks a lot again :)

   I will try it tomorrow at work!

Thank you!

Cheers,
Tian




Kim Bale wrote:
 Hi Tian,
 
 Disabling depth of field should fix that. If it doesn't let me know
 and I'll see if something has got broken.
 
 Cheers,
 
 Kim.
 
 
 2009/11/16 Tian Ma :
 
  Hi,
  
     I have turn off all the underwater effects, but still blurry.
  
     I want to know that: which parameter or functions can make the blurry 
  underwater ground clear?
  
  Thank you!
  
  Cheers,
  Tian
  
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Re: [osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi Kim,

Thank you! 

Yes, that workds. Look better now.

Cheers,

MT.




Kim Bale wrote:
 Hi Tian,
 
 Disabling depth of field should fix that. If it doesn't let me know
 and I'll see if something has got broken.
 
 Cheers,
 
 Kim.
 
 
 2009/11/16 Tian Ma :
 
  Hi,
  
     I have turn off all the underwater effects, but still blurry.
  
     I want to know that: which parameter or functions can make the blurry 
  underwater ground clear?
  
  Thank you!
  
  Cheers,
  Tian
  
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-03 Thread Tian Ma
Hi Kim:

   I have downloaded the newest version through SVN, and also compiled the code 
successfully. 

   When I turn on the oceanExample's testCollision, I found that the 
boat.3ds model is just white, the same situation I met before. Is this what 
the example just want to show us?

   In the example, you did not add any shader to the model. Does this mean 
that: a default shader was added to the model? But why the model looks just 
white?

   Will you please give us a example about how to add a model to the oceanScene 
to keep what they are?


Regards,

MT


Kim Bale wrote:
 Hi MT,
 
 For the reasons I just gave, you can't add objects to the scene and
 have the full compliment of effects without either using the default
 shader or using your own shader implementation.
 
 Reflections/refractions etc will continue to work since they act on
 the ocean surface and not the model. However, other such as glare,
 depth of field, light scattering, fogging etc will not as they act on
 the models themselves.
 
 However, it is pretty straight forward to duplicate a subset of fixed
 pipeline functionality within a shader and then add the relevant
 osgOcean shader effects to it, you can just copy functions from the
 default shader and mix them in with the result of your shader.
 
 K.
 
 
 2009/11/2 Tian Ma :
 
  Hi Jan,Kim:
  
  Thank you a lot.
  
      Kim, does it means that: I can never keep the models looks like what 
  they are before? And I have to program shaders for every loaded models, in 
  order to have reflect or other effects?
  
      I want to know that: is there a simple way to make the models just look 
  like what they are?
  
  
  
  Kim Bale wrote:
  
   Hi Jan, Tian,
   
   osgOcean uses shaders for pretty much every effect in the scene -
   fogging, depth of field, glare, lighting etc. If objects that are
   added to the scene are to look consistent with the ocean effects they
   will require a shader to be applied that takes into account these
   effects. This is particularly necessary if the fullscreen effects are
   used as they require the alpha component of the frame buffer to work.
   
   In order to address this issue, OceanScene will apply a default shader
   to objects added as children (default_scene.frag  vert) which
   illustrates how to use the uniforms supplied by osgocean (prefixed
   osgOcean_* ) in conjunction with your own shader. Since I could not
   anticipate the many wierd and wonderful ways that shaders can be used
   it only offers a very basic implementation (1 texture unit, limited
   phong lighting etc) and should be seen as a shader to customise and
   build on yourself.
   
   You can override the default shader either by attaching a new program
   to the object you wish to use in the scene or by using this function
   in OceanScene:
   
   /** Override the default scene shader for custom shaders.
   * If custom shaders are required for individual nodes add them
   before adding to the OceanScene.
   * Dirties state.
   */
   void setDefaultSceneShader( osg::Program* program )
   {
   _defaultSceneShader = program;
   _isDirty = true;
   }
   
   Alternatively you can turn the default shader off completely with
   setter in OceanScene.
   
   Regards,
   
   Kim.
   
   
   
   
   
   
   2009/11/2 Jan Ciger :
   
   
Tian Ma  wrote:


 Hi,
 
    When I load a model into the osgOcean scene, the model looks white 
 all
  over, without any material. Anybody knows why?
 
 

Yes, I have seen the same thing. I believe that the shaders applied by
osgOcean are responsible and are not passing the the vertex colors 
along.
I have yet to check the shader code, though.

Regards,

Jan

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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-03 Thread Tian Ma
Hi Kim:

Thank you for the useful informations!

I could understand the default shader code a little now. 

When I apply the   default shader to the model, it looks a little bit too 
shinning and glaring Can I weaken the glaring thing?

Regards,

MT



Kim Bale wrote:
 Hi MT,
 
 If you open boat.3ds in osgviewer you will notice that the model
 itself is white. It doesn't have any textures on it and it's there
 purely as a test case for the collision. But yes the default shader
 has been added to it.
 
 
  Will you please give us a example about how to add a model to the 
  oceanScene to keep what they are?
  
 
 The terrain is an external model that has a custom shader applied to
 it, you can look at that. Alternatively look at the default shader
 source.
 
 K.
 
 
 
 2009/11/3 Tian Ma :
 
  Hi Kim:
  
    I have downloaded the newest version through SVN, and also compiled the 
  code successfully.
  
    When I turn on the oceanExample's testCollision, I found that the 
  boat.3ds model is just white, the same situation I met before. Is this 
  what the example just want to show us?
  
    In the example, you did not add any shader to the model. Does this mean 
  that: a default shader was added to the model? But why the model looks just 
  white?
  
    Will you please give us a example about how to add a model to the 
  oceanScene to keep what they are?
  
  
  Regards,
  
  MT
  
  
  Kim Bale wrote:
  
   Hi MT,
   
   For the reasons I just gave, you can't add objects to the scene and
   have the full compliment of effects without either using the default
   shader or using your own shader implementation.
   
   Reflections/refractions etc will continue to work since they act on
   the ocean surface and not the model. However, other such as glare,
   depth of field, light scattering, fogging etc will not as they act on
   the models themselves.
   
   However, it is pretty straight forward to duplicate a subset of fixed
   pipeline functionality within a shader and then add the relevant
   osgOcean shader effects to it, you can just copy functions from the
   default shader and mix them in with the result of your shader.
   
   K.
   
   
   2009/11/2 Tian Ma :
   
   
Hi Jan,Kim:

Thank you a lot.

    Kim, does it means that: I can never keep the models looks like 
what they are before? And I have to program shaders for every loaded 
models, in order to have reflect or other effects?

    I want to know that: is there a simple way to make the models just 
look like what they are?



Kim Bale wrote:


 Hi Jan, Tian,
 
 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
 
 In order to address this issue, OceanScene will apply a default shader
 to objects added as children (default_scene.frag  vert) which
 illustrates how to use the uniforms supplied by osgocean (prefixed
 osgOcean_* ) in conjunction with your own shader. Since I could not
 anticipate the many wierd and wonderful ways that shaders can be used
 it only offers a very basic implementation (1 texture unit, limited
 phong lighting etc) and should be seen as a shader to customise and
 build on yourself.
 
 You can override the default shader either by attaching a new program
 to the object you wish to use in the scene or by using this function
 in OceanScene:
 
 /** Override the default scene shader for custom shaders.
 * If custom shaders are required for individual nodes add them
 before adding to the OceanScene.
 * Dirties state.
 */
 void setDefaultSceneShader( osg::Program* program )
 {
 _defaultSceneShader = program;
 _isDirty = true;
 }
 
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.
 
 Regards,
 
 Kim.
 
 
 
 
 
 
 2009/11/2 Jan Ciger :
 
 
 
  Tian Ma  wrote:
  
  
  
   Hi,
   
      When I load a model into the osgOcean scene, the model looks 
   white all
    over, without any material. Anybody knows why?
   
   
   
  
  Yes, I have seen the same thing. I believe that the shaders applied 
  by
  osgOcean are responsible and are not passing the the vertex colors 
  along.
  I have yet to check the shader code, though.
  
  Regards,
  
  Jan
  
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Tian Ma
Hi Jan,Kim:

Thank you a lot.

 Kim, does it means that: I can never keep the models looks like what they 
are before? And I have to program shaders for every loaded models, in order to 
have reflect or other effects?

 I want to know that: is there a simple way to make the models just look 
like what they are?



Kim Bale wrote:
 Hi Jan, Tian,
 
 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
 
 In order to address this issue, OceanScene will apply a default shader
 to objects added as children (default_scene.frag  vert) which
 illustrates how to use the uniforms supplied by osgocean (prefixed
 osgOcean_* ) in conjunction with your own shader. Since I could not
 anticipate the many wierd and wonderful ways that shaders can be used
 it only offers a very basic implementation (1 texture unit, limited
 phong lighting etc) and should be seen as a shader to customise and
 build on yourself.
 
 You can override the default shader either by attaching a new program
 to the object you wish to use in the scene or by using this function
 in OceanScene:
 
 /** Override the default scene shader for custom shaders.
 * If custom shaders are required for individual nodes add them
 before adding to the OceanScene.
 * Dirties state.
 */
 void setDefaultSceneShader( osg::Program* program )
 {
 _defaultSceneShader = program;
 _isDirty = true;
 }
 
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.
 
 Regards,
 
 Kim.
 
 
 
 
 
 
 2009/11/2 Jan Ciger :
 
  Tian Ma  wrote:
  
   Hi,
   
      When I load a model into the osgOcean scene, the model looks white all
    over, without any material. Anybody knows why?
   
  
  Yes, I have seen the same thing. I believe that the shaders applied by
  osgOcean are responsible and are not passing the the vertex colors along.
  I have yet to check the shader code, though.
  
  Regards,
  
  Jan
  
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Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-11-02 Thread Tian Ma
Hi Skylark,Kim:

Thx a lot

I know quit clearly now. 

Thank you again for giving me so many useful messages.

cheers,
MT


Skylark wrote:
 Hello Tian,
 
 
  Was it those that you deleted? Yes, I just delet thems, because I found 
  that these two inline  functions had not been used in anywhere. And now 
  my project just goes right,  the same with the oceanExample.
  
 
 Sorry I didn't pick up on this thread... I'm pretty darn busy so I just 
 glance over threads that I don't immediately have an answer for, but 
 looking at the OceanScene header in the osgOcean-1.0 tag, lines 213 and 
 223, it was immediately obvious what the problem was. You do not need to 
 delete them. Just rename the variables called near and far to 
 something else, like this for example:
 
 /** Set near DOF blur distance.
 * Updates the uniform is DOF state is valid.
 */
 inline void setDOFNear( float zNear ) {
 _dofNear = zNear;
 
 if( _dofStateSet.valid() )
 
 _dofStateSet-getUniform(osgOcean_DOF_Near)-set(_dofNear);
 }
 
 /** Set far DOF blur distance
 * Updates the uniform is DOF state is valid.
 */
 inline void setDOFFar(float zFar ) {
 _dofFar = zFar;
 
 if( _dofStateSet.valid() )
 
 _dofStateSet-getUniform(osgOcean_DOF_Far)-set(_dofNear);
 }
 
 Just for general reference, the problem was that on Windows compilers 
 (and previously DOS), near and far were once keywords used to refer 
 to memory inside the first 64k page, and outside, respectively (back 
 when you needed to address them differently, which is a long time ago). 
 Nowadays it's pretty obsolete, but some compilers on PC still carry that 
 legacy. And I get bitten by it every time I do OpenGL or raytracing code 
 that needs to have a frustum, with near and far planes :-)
 
 And it doesn't matter that these methods are not used in osgOcean or the 
 oceanExample themselves, they're still useful methods to have in order 
 to be able to tweak osgOcean's rendering.
 
 
  Sorry , I did not know the meaning of  the trunk update clearly.
  
 
 Kim meant checking out from
 
 http://osgocean.googlecode.com/svn/trunk/
 
 instead of
 
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
 
 The 1.0 tag is pretty old now, people should not check out using it 
 anymore... Kim, is it possible to make changes on the googlecode site so 
 that it doesn't show up by default when people click on the source 
 tab? The default checkout should be from the trunk now. And the trunk 
 has the above fix already, btw.
 
 Hope this helps,
 
 J-S
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Tian Ma
Hi Kim:

  Thank you again :)

  I will try your advise.

Regards,
MT


Kim Bale wrote:
 Hi MT,
 
 For the reasons I just gave, you can't add objects to the scene and
 have the full compliment of effects without either using the default
 shader or using your own shader implementation.
 
 Reflections/refractions etc will continue to work since they act on
 the ocean surface and not the model. However, other such as glare,
 depth of field, light scattering, fogging etc will not as they act on
 the models themselves.
 
 However, it is pretty straight forward to duplicate a subset of fixed
 pipeline functionality within a shader and then add the relevant
 osgOcean shader effects to it, you can just copy functions from the
 default shader and mix them in with the result of your shader.
 
 K.
 
 
 2009/11/2 Tian Ma :
 
  Hi Jan,Kim:
  
  Thank you a lot.
  
      Kim, does it means that: I can never keep the models looks like what 
  they are before? And I have to program shaders for every loaded models, in 
  order to have reflect or other effects?
  
      I want to know that: is there a simple way to make the models just look 
  like what they are?
  
  
  
  Kim Bale wrote:
  
   Hi Jan, Tian,
   
   osgOcean uses shaders for pretty much every effect in the scene -
   fogging, depth of field, glare, lighting etc. If objects that are
   added to the scene are to look consistent with the ocean effects they
   will require a shader to be applied that takes into account these
   effects. This is particularly necessary if the fullscreen effects are
   used as they require the alpha component of the frame buffer to work.
   
   In order to address this issue, OceanScene will apply a default shader
   to objects added as children (default_scene.frag  vert) which
   illustrates how to use the uniforms supplied by osgocean (prefixed
   osgOcean_* ) in conjunction with your own shader. Since I could not
   anticipate the many wierd and wonderful ways that shaders can be used
   it only offers a very basic implementation (1 texture unit, limited
   phong lighting etc) and should be seen as a shader to customise and
   build on yourself.
   
   You can override the default shader either by attaching a new program
   to the object you wish to use in the scene or by using this function
   in OceanScene:
   
   /** Override the default scene shader for custom shaders.
   * If custom shaders are required for individual nodes add them
   before adding to the OceanScene.
   * Dirties state.
   */
   void setDefaultSceneShader( osg::Program* program )
   {
   _defaultSceneShader = program;
   _isDirty = true;
   }
   
   Alternatively you can turn the default shader off completely with
   setter in OceanScene.
   
   Regards,
   
   Kim.
   
   
   
   
   
   
   2009/11/2 Jan Ciger :
   
   
Tian Ma  wrote:


 Hi,
 
    When I load a model into the osgOcean scene, the model looks white 
 all
  over, without any material. Anybody knows why?
 
 

Yes, I have seen the same thing. I believe that the shaders applied by
osgOcean are responsible and are not passing the the vertex colors 
along.
I have yet to check the shader code, though.

Regards,

Jan

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Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-31 Thread Tian Ma
Thank you, Kim!

THX a lot!

   Was it those that you deleted? Yes, I just delet thems, because I found that 
these two inline  functions had not been used in anywhere. And now my project 
just goes right,  the same with the oceanExample.

Sorry , I did not know the meaning of  the trunk update clearly. And I 
just put the ocean code in MFC+OSG project's  function:InitSceanGraph().

Cheers,
mt



Kim Bale wrote:
 Hi MT,
 
 
  
   I found that: the two lines of error code in oceanscean.h  had not been 
   used in anywhere, so I just delete them.
   
  
 
 If the problem relates to lines 213 and 223 in the OceanScene header
 then those member variables are used to set and store the depth of
 field parameters..
 
 Was it those that you deleted? If the trunk update didn't solve it I'd
 be keen to find out what the real cause is.
 
 Cheers,
 
 Kim.
 
 
 
 2009/10/30 Tian Ma :
 
  
  Kim Bale wrote:
  
   Hi Tian,
   
   Try using the version in the trunk, there was a header conflict with
   windows.h in 1.0 that has since been resolved.
   
   Cheers.
   
   Kim.
   
   
   
   2009/10/30 Tian Ma :
   
   
Hi,

 I'am a new osgOcean user in China, My name is Tian Ma.

First,I established an empty osg+MFC project. NO ERROR!

  Then, I add oceanScene example files to the project, and delete
the main() function
in the application.cpp file. Then errors emerge:

 c:\...\osgocean\oceanScene(213) : error C2059 : syntax error : ;
 c:\...\osgocean\oceanScene(223) : error C2059 : syntax error : ;

 In order to find the problems, I delete all the oceanScene example
files,
and just add code #include oceanScene head file to stdafx.h. But 
the
same errors.

  Have you guys used osgOcean in MFC project? What may caused the 
problem?


Thank you!

    THX a lot!

   I have solve the porblems, by note off two lines of code in error.

   I found that: the two lines of error code in oceanscean.h  had not 
been used in anywhere, so I just delete them.


Cheers,
mt

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[osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma
Hi,
 
 I'am a new osgOcean user in China, My name is Tian Ma.

First,I established an empty osg+MFC project. NO ERROR!

   Then, I add oceanScene example files to the project, and delete 
the main() function
in the application.cpp file. Then errors emerge:

  c:\...\osgocean\oceanScene(213) : error C2059 : syntax error : ;
  c:\...\osgocean\oceanScene(223) : error C2059 : syntax error : ;

  In order to find the problems, I delete all the oceanScene example 
files, 
and just add code #include oceanScene head file to stdafx.h. But the 
same errors.

   Have you guys used osgOcean in MFC project? What may caused the problem?


Thank you!

Cheers,
mt

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Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma

Kim Bale wrote:
 Hi Tian,
 
 Try using the version in the trunk, there was a header conflict with
 windows.h in 1.0 that has since been resolved.
 
 Cheers.
 
 Kim.
 
 
 
 2009/10/30 Tian Ma :
 
  Hi,
  
   I'am a new osgOcean user in China, My name is Tian Ma.
  
  First,I established an empty osg+MFC project. NO ERROR!
  
    Then, I add oceanScene example files to the project, and delete
  the main() function
  in the application.cpp file. Then errors emerge:
  
   c:\...\osgocean\oceanScene(213) : error C2059 : syntax error : ;
   c:\...\osgocean\oceanScene(223) : error C2059 : syntax error : ;
  
   In order to find the problems, I delete all the oceanScene example
  files,
  and just add code #include oceanScene head file to stdafx.h. But the
  same errors.
  
    Have you guys used osgOcean in MFC project? What may caused the problem?
  
  
  Thank you!
  
  THX a lot!
  
 I have solve the porblems, by note off two lines of code in error.
  
 I found that: the two lines of error code in oceanscean.h  had not 
  been used in anywhere, so I just delete them.
  
  
  Cheers,
  mt
  
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Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma
Thank you!

THX a lot!

   I have solve the porblems, by note off two lines of code in error.

   I found that: the two lines of error code in oceanscean.h  had not been 
used in anywhere, so I just delete them.


Cheers,
mt


tianxiao888 wrote:
 
 Kim Bale wrote:
  Hi Tian,
  
  Try using the version in the trunk, there was a header conflict with
  windows.h in 1.0 that has since been resolved.
  
  Cheers.
  
  Kim.
  
  
  
  2009/10/30 Tian Ma :
  
   Hi,
   
    I'am a new osgOcean user in China, My name is Tian Ma.
   
   First,I established an empty osg+MFC project. NO ERROR!
   
     Then, I add oceanScene example files to the project, and delete
   the main() function
   in the application.cpp file. Then errors emerge:
   
    c:\...\osgocean\oceanScene(213) : error C2059 : syntax error : ;
    c:\...\osgocean\oceanScene(223) : error C2059 : syntax error : ;
   
    In order to find the problems, I delete all the oceanScene example
   files,
   and just add code #include oceanScene head file to stdafx.h. But the
   same errors.
   
     Have you guys used osgOcean in MFC project? What may caused the problem?
   
   
   
   
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