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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