Hi all, I am also looking into this issue like Nik.
the needs are:
1.Rain drops must appear on the screen when in fps (car driving) camera mode
2.They dont need to move, but their numbers will increase in time and make it
difficult to see the environment.
3.When activated a wiper will rotate on
I'm going to preface my comment by saying I've never done an effect like this
before. I am, however, interested in how this could be accomplished.
Adding in the wiper effect adds a particularly difficult layer of complexity to
an effect like this.
I would still suggest using a shader to do
robertosfield wrote:
Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
wrote:
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
Bring a laptop to Scotland and sit outside. Right now you'll get an
accumulation of snow
I'd use a pixel shader for the effects. Pass in the texture that represents the
snow overlay and have the shader scale the alpha up and down as it accumulates.
Rain would be handled the same way but you'd have to come up with a way to make
the water droplets move around on the screen. That
Thanks Steven .. good hint!
-Nick
On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:
I'd use a pixel shader for the effects. Pass in the texture that represents
the snow overlay and have the shader scale the alpha up and down as it
accumulates.
Rain would be
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
-Nick
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Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
Bring a laptop to Scotland and sit outside. Right now you'll get an
accumulation of snow on the
Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:
Genius. :)
K.
On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
actually, not a a bad idea ... people with John Nesh fortune could probably
figure out the algorithm then ;-)
-Nick
On Wed, Dec 1, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale
On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
-Nick
A company I used to work for which did driving sims, mining trucks in
fact, just used a series of bitmaps - I
Pixelmaps or billboard textures might be the OpenGL terminology. Animation
studios might use the term Particle Systems. 1980's game programmers would
probably use the term sprites, especially if their motion changed when you
moved. In this case blowing off as the vehicle moved.
For snow, they
Thank you !!!
Andrew, your approach was the first that crossed my mind But not too
much of a fan of it. More into what Michael is proposing ... Thanks again
-Nick
On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb msar2...@gmail.com wrote:
Pixelmaps or billboard textures might be the OpenGL
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