Hi John, There are way too many variables beyond my knowledge w.r.t your set up to even hazard a guess at what's up, the are very real limits to my abilities to debug at a distance. The only way I can really way to divine what is going on is to have code in front of me. If you think there is a bug please put together a small OSG example that illustrates the problem, then I and others can look at it.
Robert. On Fri, Jun 20, 2008 at 4:25 PM, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote: > Hey Robert, > > I have classes that I instantiate that use GLSL, but are not > automatically enabled on the scene graph. > > Is there a way to use RTT and PIXEL_BUFFER setup that won't break > osg::Fog? What I mean is, if I don't instantiate the GLSL objects, will > osg::Fog remain intact in this type of setup? > > If you think so, what would you guess might happen if I create and then > destroy these objects, assuming proper cleanup? > > Thanks pal, > John > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robert > Osfield > Sent: Thursday, June 19, 2008 12:14 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Question about osg::Fog and RTT setups > > 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 >> 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.or > g > _______________________________________________ > 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