Re: [osg-users] [osgOcean] Shader again.
Hi, Ok, after many googling (and stumbling around aimlessly) I've found a similar situation (and a revelation): http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-April/009746.html So I think I'll try that one suggestion. Adding another camera pass that will only render the tip of my ship (which will have the osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR settings) and merge it with the scene. Wish me luck. :) PS: Should I also put my code here? It's pretty situational though. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37242#37242 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
benang wrote: Thanks for the reply. Well I know I shouldn't and I wouldn't if I don't have this artefact of the culled tip of the ship. I noticed that you're replying as a guest, not a member of this forum, so I'm not sure that you can see all of my screenshots that I've put here. If not, then I'll give you an illustration. Imagine a quake clone game. You've got a part of the weapon's model visible at the bottom of the screen, near the HUD, that will also move along with your first person camera. Now, in my application, that weapon will be culled and won't be rendered perfectly, even invisible at times, based on that camera's (and model along with it) translation and rotation. Now if I disabled near / far computation, the screen turns blank because the glare shader is also enabled. If I disable both the near / far computation and the glare shader, the scene seemed normal and right. However there's another artefact. The above water fog isn't implemented correctly. Even when there are two objects with the same distance with the camera, one of them can be rendered as if it's inside a fog and one of them is not. As for the missing model if I enabled glare, I've found the answer. It seems like osgOcean hates targa. One of my model's textures is a targa image file and that's why it wasn't rendered. When I changed it to a jpg, it worked just fine. Maybe you should put this as a warning somewhere in the documentation or such. Thanks again. Kim Bale wrote: You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko () wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 (http://forum.openscenegraph.org/viewtopic.php?p=37165#37165) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37243#37243 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
Hi Bawenang, You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. I'm not familiar with Delta3D but last time I heard about the osgOcean actor that was generated for it, it was using osgOcean 1.0. The version in the trunk now contains quite a few changes. The glare RTT camera simply takes the view and projection matrices from the main camera, so it shouldn't be behave any differently from your main camera. The glare is then rendered as a post render in a full screen quad. You can see an example of how to include additional elements into the scene in the OceanExample exe, take a look at the terrain and examine the shader that is attached to it. The shader shows you how to deal with the glare passes. Note: the version in the trunk is best for this. Regards, Kim. On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 ___ 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] [osgOcean] Shader again.
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 ___ 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] [osgOcean] Shader again.
Thanks for the reply. Well I know I shouldn't and I wouldn't if I don't have this artefact of the tip of the ship was not culled. I noticed that you're replying as a guest, not a member of this forum, so I'm not sure that you can see all of my screenshots that I've put here. If not, then I'll give you an illustration. Imagine a quake clone game. You've got a part of the weapon's model visible at the bottom of the screen, near the HUD, that will also move along with your first person camera. Now, in my application, that weapon will be culled and won't be rendered perfectly, even invisible at times, based on that camera's (and model along with it) translation and rotation. Now if I disabled near / far computation, the screen turns blank because the glare shader is also enabled. If I disable both the near / far computation and the glare shader, the scene seemed normal and right. However there's another artefact. The above water fog isn't implemented correctly. Even when there are two objects with the same distance with the camera, one of them can be rendered as if it's inside a fog and one of them is not. As for the missing model if I enabled glare, I've found the answer. It seems like osgOcean hates targa. One of my model's textures is a targa image file and that's why it wasn't rendered. When I changed it to a jpg, it worked just fine. Maybe you should put this as a warning somewhere in the documentation or such. Thanks again. Kim Bale wrote: You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko () wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 (http://forum.openscenegraph.org/viewtopic.php?p=37165#37165) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37237#37237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
Hi, I've tried meddling around and put camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); on both the cameras of OceanScene::renderToTexturePass() and OceanScene::glareCombinerPass(). The results are: 1. If I put it on the RTT method, it will cause the glare to be disabled and no glare rendered. 2. If I put it on the glareCombinerPass method, the screen would turn black like the one I experienced. 3. Furthermore, I think I know what causes the models' (ships in this case) color to be changed erratically if the camera angle is changed. I think it is because of the above water fog's calculation that has gone wrong if I use camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); So now I've got a situation here. If I don't use camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);, the front of the ship will be culled and displays wrongly. But if do, the whole shaders from osgOcean will be corrupted. Any other idea to solve this guys? I'm so lost right now. :( Thank you! Fare Thee Well, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37087#37087 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Shader again.
Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you point me to the ones that are actually working on them? I may need to disturb them a bit with my questions. Thanks. Oh yea BTW I've successfully made my own bloom shader. Here's the screenshot. :D Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36945#36945 Attachments: http://forum.openscenegraph.org//files/glow2_129.jpg http://forum.openscenegraph.org//files/glow_139.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
Hi Bawenang, To my knowledge all the shaders work correctly. Can you be more specific? Regards, Kim. On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you point me to the ones that are actually working on them? I may need to disturb them a bit with my questions. Thanks. Oh yea BTW I've successfully made my own bloom shader. Here's the screenshot. :D Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36945#36945 Attachments: http://forum.openscenegraph.org//files/glow2_129.jpg http://forum.openscenegraph.org//files/glow_139.jpg ___ 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] [osgOcean] Shader again.
Hi Bawenang, Did you manage to load a model by anychance, and get the material properites (for example color) without changing the shaders?, it would really help me. Thanks, Regards On Tue, Feb 22, 2011 at 2:07 PM, Kim Bale kcb...@googlemail.com wrote: Hi Bawenang, To my knowledge all the shaders work correctly. Can you be more specific? Regards, Kim. On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you point me to the ones that are actually working on them? I may need to disturb them a bit with my questions. Thanks. Oh yea BTW I've successfully made my own bloom shader. Here's the screenshot. :D Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36945#36945 Attachments: http://forum.openscenegraph.org//files/glow2_129.jpg http://forum.openscenegraph.org//files/glow_139.jpg ___ 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 -- http://www.mahendragr.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org