Re: [osg-users] [osgOcean] SkyDome with a repeating Texture2D

2011-12-22 Thread Bawenang Rukmoko
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

[osg-users] [osgOcean] SkyDome with a repeating Texture2D

2011-12-01 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Above Water Fog artifacts.

2011-10-17 Thread Bawenang Rukmoko
) 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

[osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Shader again.

2011-03-02 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Shader again.

2011-03-02 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Shader again.

2011-02-27 Thread Bawenang Rukmoko
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:

Re: [osg-users] [osgOcean] Shader again.

2011-02-24 Thread Bawenang Rukmoko
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

[osg-users] [osgOcean] Shader again.

2011-02-22 Thread Bawenang Rukmoko
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

Re: [osg-users] Extracting the texture from an ive and use it for a shader's sample2DRect uniform

2011-02-07 Thread Bawenang Rukmoko
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

[osg-users] Extracting the texture from an ive and use it for a shader's sample2DRect uniform

2011-02-06 Thread Bawenang Rukmoko
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:

[osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
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

[osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] I am in a puzzle about the realization of osgOcean's 'Glare effect'

2011-01-31 Thread Bawenang Rukmoko
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

Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
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)

Re: [osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
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