Hi Kim:
I have downloaded the newest version through SVN, and also compiled the code
successfully.
When I turn on the oceanExample's "testCollision", I found that the
"boat.3ds" model is just white, the same situation I met before. Is this what
the example just want to show us?
In the example, you did not add any "shader" to the model. Does this mean
that: a default shader was added to the model? But why the model looks just
white?
Will you please give us a example about how to add a model to the oceanScene
to keep what they are?
Regards,
MT
Kim Bale wrote:
> Hi MT,
>
> For the reasons I just gave, you can't add objects to the scene and
> have the full compliment of effects without either using the default
> shader or using your own shader implementation.
>
> Reflections/refractions etc will continue to work since they act on
> the ocean surface and not the model. However, other such as glare,
> depth of field, light scattering, fogging etc will not as they act on
> the models themselves.
>
> However, it is pretty straight forward to duplicate a subset of fixed
> pipeline functionality within a shader and then add the relevant
> osgOcean shader effects to it, you can just copy functions from the
> default shader and mix them in with the result of your shader.
>
> K.
>
>
> 2009/11/2 Tian Ma <>:
>
> > Hi Jan,Kim:
> >
> > Thank you a lot.
> >
> > Kim, does it means that: I can never keep the models looks like what
> > they are before? And I have to program shaders for every loaded models, in
> > order to have reflect or other effects?
> >
> > I want to know that: is there a simple way to make the models just look
> > like what they are?
> >
> >
> >
> > Kim Bale wrote:
> >
> > > Hi Jan, Tian,
> > >
> > > osgOcean uses shaders for pretty much every effect in the scene -
> > > fogging, depth of field, glare, lighting etc. If objects that are
> > > added to the scene are to look consistent with the ocean effects they
> > > will require a shader to be applied that takes into account these
> > > effects. This is particularly necessary if the fullscreen effects are
> > > used as they require the alpha component of the frame buffer to work.
> > >
> > > In order to address this issue, OceanScene will apply a default shader
> > > to objects added as children (default_scene.frag & vert) which
> > > illustrates how to use the uniforms supplied by osgocean (prefixed
> > > osgOcean_* ) in conjunction with your own shader. Since I could not
> > > anticipate the many wierd and wonderful ways that shaders can be used
> > > it only offers a very basic implementation (1 texture unit, limited
> > > phong lighting etc) and should be seen as a shader to customise and
> > > build on yourself.
> > >
> > > You can override the default shader either by attaching a new program
> > > to the object you wish to use in the scene or by using this function
> > > in OceanScene:
> > >
> > > /** Override the default scene shader for custom shaders.
> > > * If custom shaders are required for individual nodes add them
> > > before adding to the OceanScene.
> > > * Dirties state.
> > > */
> > > void setDefaultSceneShader( osg::Program* program )
> > > {
> > > _defaultSceneShader = program;
> > > _isDirty = true;
> > > }
> > >
> > > Alternatively you can turn the default shader off completely with
> > > setter in OceanScene.
> > >
> > > Regards,
> > >
> > > Kim.
> > >
> > >
> > >
> > >
> > >
> > >
> > > 2009/11/2 Jan Ciger <>:
> > >
> > >
> > > > "Tian Ma" <> wrote:
> > > >
> > > >
> > > > > Hi,
> > > > >
> > > > > When I load a model into the osgOcean scene, the model looks white
> > > > > all
> > > > > over, without any material. Anybody knows why?
> > > > >
> > > > >
> > > >
> > > > Yes, I have seen the same thing. I believe that the shaders applied by
> > > > osgOcean are responsible and are not passing the the vertex colors
> > > > along.
> > > > I have yet to check the shader code, though.
> > > >
> > > > Regards,
> > > >
> > > > Jan
> > > >
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