You mean the post render effects don't fill the screen? Have you tried setting the screen size using the setter on OceanScene? That should resize the size of the framebuffers to fill the window.
Kim. 2010/1/27 Trajce Nikolov <[email protected]> > Hi Kim, > > when I load ocean scene, it shows up in a "View in a window" mode, and you > had to specify the size for the god rays or such, dont remember the details > now. Do you know what I mean ? > > Nick > > http://www.linkedin.com/in/tnick > > > On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale <[email protected]> wrote: > >> Hi Nick, >> >> I'm not sure what you mean by "it's own viewer" could you expand? >> >> Cheers. >> >> Kim. >> >> 2010/1/27 Trajce Nikolov <[email protected]> >> >> I would like to jump into this discussion with few other "request". As is >>> implemented now, it has its own viewer. To make it work in my defined >>> viewer, I had to switch off distorsion, glare and underwaterdof. Would be >>> nice if these works as well with a given viewer >>> >>> Nick >>> >>> http://www.linkedin.com/in/tnick >>> >>> >>> >>> On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale <[email protected]>wrote: >>> >>>> Hi Paul, >>>> >>>> The reason why both front and back facing polys are rendered is because >>>> the waves have an average height of zero so if you're at that height you >>>> usually able to see both front facing and back facing wave polys. This was >>>> done a while back before a lot of the effects were added. It's probably not >>>> necessary any more since a lot of the under/over water effects use this >>>> height to decide which of the effects set should be turned on (above or >>>> below effects). So there isn't really a partially submerged state any more. >>>> >>>> However, what is slightly worrying is that you are seeing back facing >>>> polys above water. This suggests broken polys on the surface. I rewrote the >>>> code for tessellating the surface a while ago, but haven't managed to add >>>> it >>>> to the library yet. It will get added I just can't say when at the moment. >>>> Hopefully disabling back face culling is sufficient for you application. >>>> >>>> Regards, >>>> >>>> Kim. >>>> >>>> >>>> >>>> 2010/1/15 Paul Palumbo <[email protected]> >>>> >>>> Okay... Now that I'm understanding more of the code lately, maybe that >>>>> wasn't the best of images to reference. >>>>> >>>>> However, I'm seeing exactly the same black dots in the image when I use >>>>> the standard oceanExample case with its sky dome and viewing above the >>>>> ocean >>>>> surface. When I turn on back face culling, I do not see the black dots. >>>>> >>>>> What does it mean to have back facing polygons when above the ocean >>>>> surface? I can understand this when you are under the ocean surface but >>>>> above. >>>>> >>>>> Paul P. >>>>> >>>>> ------------------ >>>>> Read this topic online here: >>>>> http://forum.openscenegraph.org/viewtopic.php?p=22689#22689 >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>>> >>> >>> _______________________________________________ >>> 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 >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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