Just a little more information on this one. If you wish to use transparency in conjunction with osgOcean you will have to disable the full screen effects (depth of field and cross hatch glare) as they overwrite the alpha channel of objects rendered within the scene. In order to use these effects at the same time as transparency you'll have to add another render pass for transparent objects and then combine it into the scene. If you want to add that functionality i'd be happy to add it...
Regards, Kim. 2009/8/23 Jean-Sébastien Guay <[email protected]>: > Hi ??? > > (please sign with a real name so we can address you correctly, this makes > the list more personal) > >> In the ocean example attached osgOcean,i loaded a 3d model which is named >> spaceship.osg from osg offical data, but i did not find the transparent >> colorful flame trail of spaceship,which exist in fact if spaceship was >> rendered correctly . why? > > The default scene shader in osgOcean is very simple and is missing lots of > things, most models will not render properly using it. You need to replace > the shader with your own. > > See resources/shaders/default_scene.{vert|frag} for guidance as to which > uniform variables to use for various effects like fog and such. They are > prefixed with "osgOcean_". You can even use those shaders as a base and just > modify them. Then call oceanScene->setDefaultSceneShader(osg::Program*) > loading your modified shaders in the osg::Program you pass to the function. > > Hope this helps, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

