Hi Kim,
Thanks for the reply. Well, I know it is only to showcase the osgOcean but
still we need something to show the atmosphere / (at least) the sky. Currently
I am using the skydome in my project because I don't know anything that's
better. Now the problem is the skydome is always stretched
Hi,
First of all, I would like to ask a permission to use and modify the SkyDome
used in the oceanExample and make it into a separate library. I know that it is
not really a part of osgOcean library, but I reckon that the devs should be the
same. So I asked the question here.
Like the title
) will always be a fixed distance, moving with the camera.
K.
On 7 October 2011 09:08, Bawenang Rukmoko () wrote:
Hi,
I've found some artifacts on the above water for scene shader.
1. When I tried implementing billboard tree with some transparent pixels,
the transparent parts
Hi,
I'm trying to get this shader to work:
Code:
#vertex
void main( void )
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
#fragment
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect colorTexture;
const float alphaValue = 0.05; //The alpha value
it.
Regards,
Kim.
On 3 August 2011 08:50, Bawenang Rukmoko () wrote:
Hi,
I'm trying to get this shader to work:
Code:
#vertex
void main( void )
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
#fragment
#extension
on but
haven't finished yet.
I would probably test for an alpha that is = 0.05.
K.
On 3 August 2011 10:23, Bawenang Rukmoko () wrote:
Thanks for the reply. To put it simply what I wanted to do is similar to
the glare shader in osgOcean. Whereas glare is decided by the luminance
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
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
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
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:
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
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
Hi,
Nevermind. I've found my mistake. I was just wondering why it didn't work and
the texture can't be loaded from the shader. It's all because my own stupidity
of using sample2DRect instead of sample2D. And I've just found out that the
base texture from an ive is actually pre-determined as
Hi,
I am trying to extract the texture from an .ive that is read using osgDB into a
node and will be passed as a sample2DRect uniform for the shader. So to make it
sort, how do I do that?
The code so far:
Code:
Hi, I actually have been using osgOcean for a year now. Well, I actually use
Delta 3D which uses OSG and in turn osgOcean. It's a pretty good library for
rendering ocean, would be better if you can add atmospheric scattering using
Mie and Rayleigh approximation for real time day-night
Hi,
This is my second post here. I split it here because I am actually confused
about a shader related problem and I decided to post it here.
I'm trying to implement a glow shader in osgOcean like the one explained at GPU
Gems chapter 21 on NVIDIA's site (can't post the link because it looks
A noob trying to help a bit. Try looking at OceanScene::preRenderCull()
method. You'll see that it's being used there to render the scene.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36179#36179
Hi,
Oops sorry, the if condition was my first attempt to check and fix the bug. It
turns out that it was not working and the bug was somewhere else. The whole
method is this:
Code:
float FFTOceanSurface::getSurfaceHeightAt(float x, float y, osg::Vec3f* normal)
{
if(_isDirty)
Hi,
Because I can post URLs now, I'll post the source of what I want to implement.
http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html
Thank you!
Cheers,
Bawenang
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36212#36212
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