Hello Christian

My problem is that the clouds are supposed to become part of my depth peeling algorithm for achieving proper transparency, and hence I cannot just draw them after everything else ;)
I see.

I need to draw the clouds without any alpha blending enabled, because the depth peeling will blend the clouds into the final scene afterwards. The blending done by DrawObjects(true) causes the clouds to turn very dark at the edges in my use case.

I just asked the Sundog support, because after purchasing the SDK I think there's 3 months of support included. Do you know if they also have a user forum?
I didn't find a forum. But they also answer questions from non-customers, and Mr. Frank Kane is quite responsive.

cheers
Sebastian


Christian


2013/2/26 Sebastian Messerschmidt <[email protected] <mailto:[email protected]>>

    Hi Christian,
    If you are referring to drawing the clouds individually:
    I had exactly the same problem and didn't find a solution apart
    from rendering the clouds after everything else. (simply using the
    DrawObjects approach) as I thought I'm simply stupid.
    But maybe simply drop a line to support@sundog, they really helped
    a lot with those issues.
    Also it is worth upgrading from time to time, as they seem to
    release a new version quite regularly.

    If you get some answer/solution I'd be interested, too

    cheers
    Sebastian
    Hi,

    I have the need to draw the silverlining clouds without alpha
    blending enabled. So I use DrawObjects(false) in order to roll my
    own cloud drawing.  I tried to follow the sample posted here:
    http://www.sundog-soft.com/docs/html/usage.html

    Under "Here's an example of manually drawing clouds following a
    call to Atmosphere::DrawObjects(false):" this guide contains some
    OpenGL snippets.

    But it seems the call to atm->DrawObject(*it) is messing with the
    OpenGL state so badly, that I don't even see anything on screen
    any more afterwards. I tried saving and restoring most OpenGL
    states around this function call but got funny sparkling clouds
    in bizarre colours.

    I was just wondering if anyone can offer a working example of an
    OSG silver lining integration with running DrawObject() for
    clouds in the drawImplementation of a drawable.

    Christian



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