no shader errors ... Nick http://www.linkedin.com/in/tnick
On Thu, Jan 28, 2010 at 11:28 AM, Kim Bale <[email protected]> wrote: > 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 >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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