Hi Robert, On 11/11/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
When you same combining PreciptiionEffect and CameraNode how are you combining them? RTT effect? Multiple window/multiple graphics contexts?
I tested it using a RTT effect on a single window/graphics context. Basically, I added the following code to osgprerender in the createPreRenderSubGraph() function: osgParticle::PrecipitationEffect *pe = new osgParticle::PrecipitationEffect; pe->snow(0.5f); camera->addChild(pe); You are definitely correct about the driver falling back to a software path. I did some searching on "the google" and found the following page which explains the problem: http://www.gpgpu.org/forums/viewtopic.php?p=10878&sid=7100e1bbc6f4bfb5463fcf15cfe57b96 Here is the relevant text from that page: "According to OpenGL 2.0 support document, when using point sprite with FBO/pbuffer, GL_POINT_SPRITE_COORD_ORIGIN should be set to GL_LOWER_LEFT, otherwise, point sprites will be transformed on the CPU which may cause many other problems." Applying the following in drawImplementation() of PrecipitationDrawable fixes the problem on my end: glPointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT); Is it ok to enable this by default? -Farshid _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
