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
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
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