Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Rick Pingry
That reminds me of an issue I have not resloved yet.  Our space ships have
thruster engines and I use an image map with transparency and point it back
at the camera to make a pretty glow around it.  (First off, is this the best
way to do it?  I have thought that perhaps a shader would work better, but I
have not had a chance to learn about how to write shaders yet.  So much to
learn, so little time).

Anyway, In some ships there are banks of engines, and it is pretty easy to
get the problem where these transparent images intersect with each other,
and you get depth sorting issues that way.  I did work out a way to make
these engine flare images point, rather than right at the camera, all
along parallel lines with the camera's line of sight, and that helped
tremendously, but you can still get in positions where the images happen to
line up along the same depth, and you see some funky tearing and the like
due to depth fighting.  Is there a way to handle this better? Should I try
to apply other bins to the different engines?  What are the rules wrt
that?   It sounds like I need to read up on the glDepth and osg::Depth.  Any
other recommendations?  I was running into problems rendering planet halos
too.  Should the halo be in front of the planet or behind it?  probably the
same kind of thing going on.

Regards,
-- Rick

2008/7/13 小 杨 [EMAIL PROTECTED]:

 Thanks! I'll try it!

 *Peter Wraae Marino [EMAIL PROTECTED]* 写道:

   Hi ?? (can't see your name),

 Are you sure zbuffer isn't falling for your 2nd geometry object? Also
 having equal depths is probably not a good idea? You need to render your
 objects from back to front order.

 When you have transparent objects you should set the stateset
  stateset-setRenderBinDetails(10,DepthSortedBin);
 this will render the objects from back to front order...
 but note they will not sort the polygons for the individual
 geometry.




 2008/7/13 小 杨 [EMAIL PROTECTED]:

 multi  translucent geometry   with equal depth but  alpha value is not
 equal.

 when i render these geometry ,i can not see all geometry! Why ?

 Can everyone give me some advice!

 Thanks!
  --
 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  --
 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
 Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Paul Speed
I'm no expert in this area but have had to do some pretty weird things
in the past to get transparency working right for some odd scenes...

One thing you might try is to disable z-buffer writes (not tests) for
the flares.  Depending on your blending, this can add other types of
artifacts but I think in your case they will be very subtle... versus
the z-fighting you are seeing.  (You will obviously want them to be
drawn last just like normal transparency.)

Just an idea...
-Paul

Rick Pingry wrote:
 That reminds me of an issue I have not resloved yet.  Our space ships 
 have thruster engines and I use an image map with transparency and point 
 it back at the camera to make a pretty glow around it.  (First off, is 
 this the best way to do it?  I have thought that perhaps a shader would 
 work better, but I have not had a chance to learn about how to write 
 shaders yet.  So much to learn, so little time).
  
 Anyway, In some ships there are banks of engines, and it is pretty easy 
 to get the problem where these transparent images intersect with each 
 other, and you get depth sorting issues that way.  I did work out a way 
 to make these engine flare images point, rather than right at the 
 camera, all along parallel lines with the camera's line of sight, and 
 that helped tremendously, but you can still get in positions where the 
 images happen to line up along the same depth, and you see some funky 
 tearing and the like due to depth fighting.  Is there a way to handle 
 this better? Should I try to apply other bins to the different engines?  
 What are the rules wrt that?   It sounds like I need to read up on the 
 glDepth and osg::Depth.  Any other recommendations?  I was running into 
 problems rendering planet halos too.  Should the halo be in front of the 
 planet or behind it?  probably the same kind of thing going on. 
  
 Regards,
 -- Rick
 
 2008/7/13 小 杨 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
 
 Thanks! I'll try it!
 
 */Peter Wraae Marino [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED]/* 写道:
 
 Hi ?? (can't see your name),
  
 Are you sure zbuffer isn't falling for your 2nd geometry object?
 Also
 having equal depths is probably not a good idea? You need to
 render your
 objects from back to front order.
  
 When you have transparent objects you should set the stateset 
 stateset-setRenderBinDetails(10,DepthSortedBin);
 this will render the objects from back to front order...
 but note they will not sort the polygons for the individual
 geometry.
  
 
 
  
 2008/7/13 小 杨 [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED]:
 
 multi  translucent geometry   with equal depth but  alpha
 value is not equal.
  
 when i render these geometry ,i can not see all geometry! Why ?
  
 Can everyone give me some advice!
  
 Thanks!
 
 
 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 mailto:osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 -- 
 Regards,
 Peter Wraae Marino
 
 www.osghelp.com http://www.osghelp.com/ - OpenSceneGraph
 support site ___
 
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 mailto:osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 mailto:osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 -- 
   Rick
 Check us out at http://fringe-online.com/
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Peter Wraae Marino
Hi Rick,

I agree with Paul.

Turn off your z-buffer. If this effect is for thrusters then you should
perhaps look into additive blending
instead and this should create a better effect.. the more thrusters the
brighter the become.

A screenshot of your problem would help a lot (if possible).

regards,
Peter
http://osghelp.com


2008/7/14 Paul Speed [EMAIL PROTECTED]:

 I'm no expert in this area but have had to do some pretty weird things
 in the past to get transparency working right for some odd scenes...

 One thing you might try is to disable z-buffer writes (not tests) for
 the flares.  Depending on your blending, this can add other types of
 artifacts but I think in your case they will be very subtle... versus
 the z-fighting you are seeing.  (You will obviously want them to be
 drawn last just like normal transparency.)

 Just an idea...
 -Paul

 Rick Pingry wrote:
  That reminds me of an issue I have not resloved yet.  Our space ships
  have thruster engines and I use an image map with transparency and point
  it back at the camera to make a pretty glow around it.  (First off, is
  this the best way to do it?  I have thought that perhaps a shader would
  work better, but I have not had a chance to learn about how to write
  shaders yet.  So much to learn, so little time).
 
  Anyway, In some ships there are banks of engines, and it is pretty easy
  to get the problem where these transparent images intersect with each
  other, and you get depth sorting issues that way.  I did work out a way
  to make these engine flare images point, rather than right at the
  camera, all along parallel lines with the camera's line of sight, and
  that helped tremendously, but you can still get in positions where the
  images happen to line up along the same depth, and you see some funky
  tearing and the like due to depth fighting.  Is there a way to handle
  this better? Should I try to apply other bins to the different engines?
  What are the rules wrt that?   It sounds like I need to read up on the
  glDepth and osg::Depth.  Any other recommendations?  I was running into
  problems rendering planet halos too.  Should the halo be in front of the
  planet or behind it?  probably the same kind of thing going on.
 
  Regards,
  -- Rick
 
  2008/7/13 小 杨 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
 
  Thanks! I'll try it!
 
  */Peter Wraae Marino [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]/* 写道:
 
  Hi ?? (can't see your name),
 
  Are you sure zbuffer isn't falling for your 2nd geometry object?
  Also
  having equal depths is probably not a good idea? You need to
  render your
  objects from back to front order.
 
  When you have transparent objects you should set the stateset
  stateset-setRenderBinDetails(10,DepthSortedBin);
  this will render the objects from back to front order...
  but note they will not sort the polygons for the individual
  geometry.
 
 
 
 
  2008/7/13 小 杨 [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]:
 
  multi  translucent geometry   with equal depth but  alpha
  value is not equal.
 
  when i render these geometry ,i can not see all geometry! Why
 ?
 
  Can everyone give me some advice!
 
  Thanks!
 
 
  雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  mailto:osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
  --
  Regards,
  Peter Wraae Marino
 
  www.osghelp.com http://www.osghelp.com/ - OpenSceneGraph
  support site ___
 
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  mailto:osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
  雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  mailto:osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
  --
Rick
  Check us out at http://fringe-online.com/
 
 
  
  
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list