Hi John,

If you are using GLSL then osg::Fog/glFog will only provide the inbult
fog uniform values will be available to the shader, but no fog will be
applied unless you do something with them nothing will happen.

If Fog is being applied when you are expect to that a subgraph is
using GLSL then it suggests that GLSL is not being used for some
reason.  In you case you suggest the RTT Pbuffer you are seeing Fog,
so perhaps the Pbuffer context doesn't support GLSL, or perhaps the
contexts aren't being extension/manged correctly on the OSG side so
that shaders aren't being applied correctly.  It may also be easily a
driver bug, trying your setup on different machines/drivers would help
test this.

Having never tried your particular usage combination I can't really
provide any insight to way it's not working.  As in my previously
reply, I can't really do anything without a bit of code to test that
reproduces the problem.

Robert.


On Thu, Jun 19, 2008 at 4:59 PM, Argentieri, John-P63223
<[EMAIL PROTECTED]> wrote:
> All,
>
> Why is it that osg::Fog, and maybe glFog(), work as expected in RTT setups
> if FRAME_BUFFER_OBJECT is chosen as the RenderTargetImplementation on your
> Camera, but if PIXEL_BUFFER/_RTT are chosen, you must re-load the scene?
>
> I think that people are under the impression that when GLSL shaders are
> used, glFog is broken, but that's not true.
>
> I think that if the osg::Fog is applied ( with Fog options ) to the Scene
> before setSceneData() is called, you will get fog, even in PIXEL_BUFFER type
> setups.
>
> BTW I have a GeForce 6 series on my box.
>
> John
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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