Hi Robert,

Robert Osfield a écrit :
> Hi Fred,
>
> On Sat, Dec 13, 2008 at 4:02 PM, Frederic Bouvier <[email protected]> wrote:
>   
>> The same problem affect FlightGear too : it rains into the cockpit.
>> Would it be possible to kill a particle when it comes under a certain
>> distance from the viewer ?
>>
>> If you want to see this funny effect in action, watch this video
>> http://www.vimeo.com/2511328 ( move forward to 5:00 )
>>     
>
> The particle positions are generated down in the vertex program, so to
> cull based on position them you'd need to add logic into the vertex
> program to modify the alpha value to 0.0 to make it disappear.   It's
> worth mentioning you can't cull vertices and associated primitives
> with a vertex program as it's strictly one vertex one vertex out.  You
> could use a geometry shader to cull, or a fragment shader.
>   

Thank you for pointing out the direction to take.

> A simpler route would be to use the stencil buffer to clip out the
> fragment where you don't want rain.
>   

I don't think it will work because we want to see rain through the
windshield but we don't want to see droplets or
snowflakes in front of it.

> Another route would be to drawn the scene in two passes, first draw
> the terrain and precipitation effect, then draw the cockpit.   Using
> such an approach would allow you to depth partition the scene and get
> better depth precision for the two parts of the scene.  Personally
> this would be the route I'd take.
>   

Same problem here. Snowflakes in front of the windshield will not be erased.

I have a patch to PrecipitationEffect that seems to work. I'll submit it
to osg-submissions

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/    FlightGear Scenery Designer

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