Hi Jason,

Curious....

My using your settings and zooming out a long long way I see the
artefact.  It looks like the rendering cells are clamped to model.
This would normally be what you'd want - in a sim you don't normally
move outside the model.

Are you seeing problems when moving around your model?

Robert.


On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage <[email protected]> wrote:
> Hi Robert,
>
> I'm attaching a zip file showing some screenshots of what I'm seeing.  I
> disabled lighting so that the terrain database would be more pronounced.
> This is running:
> osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1 --particleSize
> 0.1 terrain.ive.  Terrain.ive is an osgdem generated UTM database.
>
> The 3 screenshots show me being very close to the terrain and then zooming
> out.  You can see in 1.jpg that the lower bottom half of the rain is cut
> off.  In 2.jpg, I've added red lines to highlight the area where rain is
> appearing.  As I move in and out, I can see "boxes" of rain appear and
> dissapear and finally if I zoom far enough away, the rain dissapears
> completely.
>
> I'm thinking there is a precision issue somewhere...
>
> Thanks!
>
> Jason
>
> On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield <[email protected]>
> wrote:
>>
>> Hi Jason,
>>
>> I've just done tests on town models here at it's working fine.
>>
>> Could you take a screenshot of what your are seeing, perhaps it's a driver
>> bug.
>>
>> Robert.
>>
>> On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage <[email protected]>
>> wrote:
>> > Hi Robert,
>> >
>> > I was using the scaled lz.osg as an example, the same behavior can be
>> > seen
>> > if you simply use the cow.osg.  It rains very hard right around the cow,
>> > but
>> > if you move the camera back far enough, the rain gets lighter and
>> > lighter
>> > and then finally stops completely.  Is this the desired effect?
>> >
>> > My original tests were on a projected osgdem generated database.  If I
>> > used
>> > a very small database, then the osgprecipitation effect worked well, but
>> > loading a larger scene caused it to rain within a small region around
>> > the
>> > center of the bounding sphere.  I'll keep looking and see if I can come
>> > up
>> > with anything.
>> >
>> > Thanks,
>> >
>> > Jason
>> >
>> >
>> > On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield
>> > <[email protected]>
>> > wrote:
>> >>
>> >> Hi Jason,
>> >>
>> >> osgParticle::PrecipitationEffect is design to be effectively infinite,
>> >> no matter how far you move it should repeat endlessly.  I've done lots
>> >> of testing on town sized models and it certainly works in this context
>> >> fine.
>> >>
>> >> My guess is that your scaling of the scene has introduced issues that
>> >> the shader isn't able to cope with for some reason.  Try loaded a
>> >> model that is of a 1:1 scale to see if it works fine.
>> >>
>> >> Robert.
>> >>
>> >> On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage
>> >> <[email protected]>
>> >> wrote:
>> >> > Hi Robert,
>> >> >
>> >> > I'm playing around with the osgprecipitation example and noticed that
>> >> > it
>> >> > doesn't work as I would expect for large models.
>> >> >
>> >> > For example, osgprecipitation lz.osg works fine, but osgprecipitation
>> >> > lz.osg.100,100,100.scale doesn't show any rain unless you zoom in
>> >> > closely to
>> >> > 0,0,0.
>> >> >
>> >> > Is there a way to make the precipitation effect follow the camera so
>> >> > that is
>> >> > always appears to be raining?
>> >> >
>> >> > I attempted to use the setPosition method of particle effect on each
>> >> > frame
>> >> > to the eye point of the camera, but that didn't seem to do anything.
>> >> > I
>> >> > also
>> >> > tried sticking the PrecipitationEffect under a MatrixTransform and
>> >> > translating the MatrixTransform to the eye point of the camera each
>> >> > frame
>> >> > and it didn't seem to work correctly either.  It seemed like it only
>> >> > respected the initial positioning and ignored all subsequent
>> >> > transforms.
>> >> >
>> >> > Thanks!
>> >> >
>> >> > Jason
>> >> >
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>> >> >
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