Hi Dario,

I would take a look inside the surface fragment shader and then tone down
the mix function that blends the reflection texture with the surface. It
should be pretty simple.

Regards,

Kim.


On 27 September 2013 17:37, Dario Minieri <[email protected]> wrote:

> Hi,
>
> I'm looking to modify the amount of reflections intensity inside ocean.
> I'm using last trunk rev 258.
>
> I'm stuck into this piece of code inside OceanScene:
>
>
> Code:
>         _reflectionMatrix = osg::Matrixf(  1,  0,  0,  0,
>                                            0,  1,  0,  0,
>                                            0,  0, -1,  0,
>                                            0,  0,  2 *
> _oceanScene->getOceanSurfaceHeight(),  1 );
>
>         osg::ref_ptr<osg::Texture2D> reflectionTexture =
> _oceanScene->createTexture2D( _oceanScene->_reflectionTexSize, GL_RGBA );
>
>         // clip everything below water line
>         _reflectionCamera = _oceanScene->renderToTexturePass(
> reflectionTexture.get() );
>         _reflectionCamera->setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 0.0 )
> );
>         _reflectionCamera->setComputeNearFarMode(
> osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
>         _reflectionCamera->setCullMask( _oceanScene->_reflectionSceneMask
> );
>         _reflectionCamera->setCullCallback( new
> CameraCullCallback(_oceanScene.get()) );
>         _reflectionCamera->getOrCreateStateSet()->setMode(
> GL_CLIP_PLANE0+0, osg::StateAttribute::ON );
>         _reflectionCamera->getOrCreateStateSet()->setMode( GL_CULL_FACE,
> osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE );
>
>         _surfaceStateSet->setTextureAttributeAndModes(
> _oceanScene->_reflectionUnit, reflectionTexture.get(),
> osg::StateAttribute::ON );
>
>
>
> I think that I should operate on texture properties, maybe the shader but
> right now I'm not able to see a significative change on intensity
> reflection effect...Someone can suggest to me a way?
>
> Thank you!
>
> Cheers,
> Dario[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56514#56514
>
>
>
>
>
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