Hi,

@Kim:

Well for starter, I can't render a more complex model if I enabled glare. First 
I was successful in rendering the smiley ball. But then I tried with a much 
larger model but it didn't render, although it can definitely be loaded, if I 
activated the glare. But if I deactivate it, the model can be rendered.

Secondly, I am actually using Delta 3D but seeing that it is actually built on 
top of OSG, it's actually the same thing, right? I attached the camera on one 
of the nodes of a model (a ship) and it will also display a part of the front 
of the ship (like an FPS game that will render a part of the character's 
weapon). But another artefact appears. The front of the ship is often culled 
and can actually disappear from time to time. So I tried disabling the near/far 
calculation from the camera with setComputeNearFarMode() set to 
"osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR". It worked if the glare (again) is 
disabled. If it isn't then the screen would be all black. If it is disabled, 
another artefact came up though. While the player's ship is not culled, the 
ship or other objects lightings will be screwed. The objects will occasionally 
flashes (like their material properties have been changed or so), and the 
lighting is so messed up. I'll put the screenshot here for your pleasure.

@Mahendra

What do you mean? For the glow shader? The glow shader I am using are actually 
based on the article on nvidia's website here: 
http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html. The actual 
algorithm is the shader would glow the area with an alpha of below 1.0f. Now 
when I looked at the glare shader, it was actually pretty much the same but the 
parameter is the other way around. The alpha value between _glareThreshold and 
1.0f would be glared and the rest is not. So I used the alpha of between 0.0f - 
0.1f for my glow parameter. 

If you want to get the material properties, you can use your own shader and 
render it to texture so you can isolate the model using a parameter (for me it 
is the alpha channel). I don't know how else besides using shaders.

Oh yea, I would like to say thanks to the osgOcean's devs because you've made 
my life easier by making the RTT and downsampling methods so I won't have to 
make them myself. :D

Thank you!

Cheers,
Bawenang

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37006#37006




Attachments: 
http://forum.openscenegraph.org//files/error4_423.jpg
http://forum.openscenegraph.org//files/error3_858.jpg
http://forum.openscenegraph.org//files/error2_371.jpg
http://forum.openscenegraph.org//files/error1_291.jpg
http://forum.openscenegraph.org//files/blank_531.jpg
http://forum.openscenegraph.org//files/without_glare_195.jpg
http://forum.openscenegraph.org//files/with_glare_785.jpg


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