Hi Nick, Presumably in the oceanExample you do not see this problem.
Are you getting any shader errors on the console? Kim. On 27 January 2010 13:06, Trajce Nikolov <[email protected]> wrote: > when setting these to true > mOceanScene->enableUnderwaterDOF(false); > mOceanScene->enableDistortion(false); > mOceanScene->enableGlare(false); > > I get the one with the black quad on the screen > > When false, I get normal image > > Nick > > http://www.linkedin.com/in/tnick > > > On Wed, Jan 27, 2010 at 12:11 PM, Trajce Nikolov <[email protected] > > wrote: > >> let me do some screen shots to tell you what I mean >> >> Nick >> >> http://www.linkedin.com/in/tnick >> >> >> On Wed, Jan 27, 2010 at 12:06 PM, Kim Bale <[email protected]> wrote: >> >>> 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 >>>> >>>> >>> >>> _______________________________________________ >>> 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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