Just checking to see if there has been any progress or success by anyone on this list integrating SpeedTreeRT, www.speedtree.com, into OSG. If not, I'm considering tackling it when I know more about OSG.
Robert: I haven't made it to learning about OSG custom drawables yet, but to clarify SpeedTree has a single call (in the easiest integration technique) that draws the forest (collection of trees or plants, etc.) using their supplied shaders and their geometry buffers and textures. Any issues I can foresee might be related to their automatic culling engine or LOD billboarding. I see your comment about bounding volume below but it will almost always be the entire scene that is covered (at least for my use of their trees and foliage). I agree with you about push/pop'ing the state and I've also had to disable shaders/texture units in my home grown engine when coming back from the SpeedTree render. Thanks. ---- From: Robert Osfield <[EMAIL PROTECTED] <http://gmane.org/get-address.php?address=robert.osfield%2dRe5JQEeQqe8Avxtiu Mwx3w%40public.gmane.org> > Subject: Re: General OSG Questions <http://news.gmane.org/find-root.php?message_id=%3c7ffb8e9b0610230904hc013f1 8hfb39e0199a60ab4e%40mail.gmail.com%3e> Newsgroups: gmane.comp.graphics.openscenegraph.user <http://news.gmane.org/gmane.comp.graphics.openscenegraph.user> Date: 2006-10-23 16:04:27 GMT (44 weeks, 1 day, 22 hours and 40 minutes ago) Hi Jared, I'm not familiar with speed tree, but it probably can be integrated as a custom drawable, have a look at the osgteapot example. Important things will be setting the bounding volume of the drawable and keeping the state consistent use state.dirty*() calls or glPushAttrib/glPopAttrib to stop speedtreeRT bleeding state into the OSG rendering. Robert. On 10/23/06, Jared M Johnson <[EMAIL PROTECTED] <http://gmane.org/get-address.php?address=jared%2dmZzXLS9A78w3uPMLIKxrzw%40p ublic.gmane.org> > wrote: > I am doing an integration of OSG with speedtreeRT. > > I am having a few problems related to getting these two programs to > render correctly together. I'm using the SceneView class to render the > OSG with a terrain and particle effects. Calling: > > sceneViewer->draw (); > > Seems to clear the depth buffer, color buffer, and change my GL > Viewport. Basically, it clears all of my trees that SpeedTree has just > drawn, and the depth information of these trees. It also creates a > smaller 800x600 frame within my 1024x768 initial frame. Is there a way > to turn off this functionality, and have OSG let me do the frame clearing? > > I have got OSG working correctly if I use it first, and then draw the > speedtree trees afterwards, but I am using particle effects, so I think > that these need to be drawn last, because they show up behind my trees. > > I have tried to find all calls to glClear in the source code, but even > commenting these out, the frames are still cleared. Should I be using a > different class to render OSG? Any help would be appreciated.
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

