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

2014-10-27 Thread Dario Minieri
Hi,

I'm bringing back this thread up also after 2 years. Did anyone get any success 
about the wake effect? I'm working around foam+shoreline without any 
interesting results at moment 


Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61431#61431





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2012-10-10 Thread Jean-Charles Quillet
Hi,

I'm bringing back this thread up. Did anyone get any success about this wake 
effect ?
Thanks for any hint,

Jean-Charles

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50543#50543





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2010-12-09 Thread Shen Qing
hi,
  i get the same question about this.would you get a good solution ?

ErikJohnson wrote:
 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


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=34681#34681





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-12-02 Thread Kim Bale
Hi Tian,

There's no file attached...

Kim.


2009/12/2 Tian Ma tianxiao...@foxmail.com:
 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
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


   
   
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
   
   
   
   
   
___
osg-users mailing list
   
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   
   
   ___
   osg-users mailing list
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
    --
   Post generated by Mail2Forum
  
 
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20716#20716





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
   
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum
 
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20461#20461





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
 

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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum
 
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20410#20410





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20716#20716





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum
 
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20410#20410





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20546#20546





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-27 Thread Kim Bale
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 tianxiao...@foxmail.com:
 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
   
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
   
   
   
   
   
___
osg-users mailing list
   
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   
   
   ___
   osg-users mailing list
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
    --
   Post generated by Mail2Forum
  
 
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20461#20461





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-26 Thread Kim Bale
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 th3fly...@gmail.com:
 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

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20410#20410





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-26 Thread Kim Bale
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 tianxiao...@foxmail.com:
 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
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20410#20410





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20461#20461





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-25 Thread Kim Bale
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 tianxiao...@foxmail.com:
 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
   
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
   
   
   
   
___
osg-users mailing list
   
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   
   
   
   ___
   osg-users mailing list
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
    --
   Post generated by Mail2Forum
  
 
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20196#20196
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20309#20309





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum
 
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20196#20196





___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20309#20309
  
  
  
  
  
  

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

2009-11-25 Thread 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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-24 Thread Kim Bale
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 tianxiao...@foxmail.com:
 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
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20196#20196





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849




___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20196#20196
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20229#20229





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849




___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=20196#20196
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20309#20309





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20196#20196





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-21 Thread Jean-Sébastien Guay

Hi Buganini,


Does same problem also occur for cliff straightly down to deep sea bed ?


Possibly, I don't know.

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Kim Bale
Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)

K.



2009/11/20 Kim Bale kcb...@googlemail.com:
 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 r.erik.john...@gmail.com:
 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

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19849#19849




 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Kim Bale
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 r.erik.john...@gmail.com:
 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

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19849#19849




 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Erik Johnson
Hah! I attached an image file via the Forum.  For some reason it came across 
pretty ugly in the email.  Looks fine on the Forum. 

I'll see about the new technique on the trunk - might just have enough time to 
give it a test!

Thanks,
Erik




Kim Bale wrote:
 Oh.. and was the attached image supposed to be in 8 bit colour? Are
 you running osgocean on a zx 81 or something? ;)
 
 K.
 
 
 
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20002#20002





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Jean-Sébastien Guay

Hi Kim,


Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)


Looks like images attached to forum posts are converted to lower 
resolution/bit depth before being sent to the mailing list, it's not the 
first time I've seen this in the last few weeks.


Perhaps this is a setting Art could tune? I don't think our users would 
purposefully post huge images... Or maybe there could be a resolution 
limit but keep the original bit depth?


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20042#20042





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Jean-Sébastien Guay

Hello Tian Ma,


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?


Yes indeed. We discussed adding (invisible) sloped geometry around the 
silhouette of objects that contact the water so that the depth buffer 
around them would go down gradually rather than sharply, kind of the way 
shadow volume techniques generate geometry for the shadow volumes from 
silhouette edges as seen from light sources. But this was just 
discussion. No one has volunteered to do this yet.


Any volunteers? :-)

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2009-11-20 Thread Buganini
Does same problem also occur for cliff straightly down to deep sea bed ?


--Buganini
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgOcean] Wake effects?

2009-11-19 Thread 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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849



attachment: Untitled-3.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org