[osg-users] Hold texture transparency with a view inside the model

2014-01-07 Thread Dario Minieri
Hi, I'm using a simple png texture with some transparency to render a glass effect. Outside the model (you can think to a glass of a car) all looks good, but inside the model (for example at drive place) the glass is black. This is obvious because culling: I'm able to disable this using

[osg-users] [vpb] Artifacts in terrain

2014-01-07 Thread Massimo Tarantini
Hello, i'm creating terrains using USGS tiles 256x265 pixel at 5 meter/pixel, and NED1 (30 meter/pixel). The following image is part of a 40km x 40km terrain of Mount St. Helens, and shows artifacts at the level 4 (the maximum level) The problem is with lighting on (a problems of normals?).

[osg-users] Wrong JitterTextureUnit?

2014-01-07 Thread Anders Backman
Hi all. I notice that you can specify the texture unit for SoftShadowMap: void SoftShadowMap::setJitterTextureUnit(unsigned int jitterTextureUnit) { _jitterTextureUnit=jitterTextureUnit; } However, in the method void SoftShadowMap::createUniforms() I notice the following code:

[osg-users] Problem replacing shader built-ins (gl_EyePlane)

2014-01-07 Thread Garrett Cope
Hi, I've been working on updating our shaders to remove the deprecated built-ins. I've gotten stuck on the gl_EyePlanes as used to compute projected shadow texture coordinates as follows (same convention as osg-generated shadow shaders): Code: gl_TexCoord[shadowTextureUnit0].s = dot(

Re: [osg-users] Problem replacing shader built-ins (gl_EyePlane)

2014-01-07 Thread Robert Milharcic
On 7.1.2014 22:12, Garrett Cope wrote: I am using the VDSM implementation and passing in the 4 planes as found in assignTexGenSettings(...), but they seem to be different than what is actually found in the built-ins during shader execution. I am guessing there is some sort of modelview