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.
 

 

 

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