Kim, You are correct. Turning off the glare and the underwater depth of field lets osgParticle render on through.
I don't suppose you have any tricks up your sleeve to allow for both alpha textures *and* ocean glare to work? Thanks much - things are looking much better now. -Erik > Date: Fri, 13 Nov 2009 21:02:07 +0000 > From: Kim Bale <[email protected]> > To: OpenSceneGraph Users <[email protected]> > Subject: Re: [osg-users] osgOcean also rendering with osgParticle? > Message-ID: > <[email protected]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Erik, > > I suspect this is a problem with the default shader that is applied to > all objects that are children of OceanScene. Part of this shader > overwrites the alpha component of the frame buffer which will cause > problems with transparent objects, in your case the particles. This is > required for the glare and depth of field effects that use the alpha > component to store the luminance and depth information rather than > making an additional (and costly) pass to a separate frame buffer > object. > > Could you try disabling the glare and depth of field effect and see if > the problem remains? > > Cheers. > > Kim. > > > > 2009/11/13 Erik Johnson <[email protected]>: > > Hi all, > > I've been playing around with osgOcean recently (nice work, btw!) and > > realized my fantastic particle effects were not being rendered in the > scene. > > ?I tried to add them in various places in the scene graph with limited > > results. > > For example I added?osgParticle::FireEffect as a child of the "boat" in > the > > oceanExample. ?This kind of works, but you can only see some of particle > > effect from under the water. > > Any suggestions? ?It's no good having a motor boat splashing through the > > water without the splashes! > > > > thanks, > > Erik > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > >
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