Hi Jason,

I'm a bit rusty on the implementation - it's been a couple of years
since I wrote it.  Could you provide a model that reproduces the
problems whilst your still in the model.

Robert.

On Fri, Feb 27, 2009 at 5:16 PM, Jason Beverage <[email protected]> wrote:
> Hi Robert,
>
> It really depends on the model.  With the dataset in the screenshots (which
> is the boston example from osgGIS), no, everything looks fine as long as I
> stay relatively close to the dataset.  However, I have another dataset that
> we use that is a much larger geospatial extent, and it seems to only work as
> long as I am very close to the center of the bounding sphere of the dataset.
>
> Perhaps for the large datasets there is a setting I could tweak to the
> number of cells or something to make the effect appear over the whole
> dataset.  I notice that the osgprecipitation example has a --boundingBox
> option but it looks like it is never used.
>
> Thanks!
>
> Jason
>
> On Fri, Feb 27, 2009 at 11:54 AM, Robert Osfield <[email protected]>
> wrote:
>>
>> 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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>> >> >> >
>> >> >> >
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