Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty osg+MFC project. NO ERROR!
Then, I add oceanScene example files to the project, and delete
the main() function
in the application.cpp file. Then errors emerge:
c:\...\osgocean\oceanScene(213
Kim Bale wrote:
Hi Tian,
Try using the version in the trunk, there was a header conflict with
windows.h in 1.0 that has since been resolved.
Cheers.
Kim.
2009/10/30 Tian Ma :
Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty
the version in the trunk, there was a header conflict with
windows.h in 1.0 that has since been resolved.
Cheers.
Kim.
2009/10/30 Tian Ma :
Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty osg+MFC project. NO ERROR
to lines 213 and 223 in the OceanScene header
then those member variables are used to set and store the depth of
field parameters..
Was it those that you deleted? If the trunk update didn't solve it I'd
be keen to find out what the real cause is.
Cheers,
Kim.
2009/10/30 Tian Ma
with
setter in OceanScene.
Regards,
Kim.
2009/11/2 Jan Ciger :
Tian Ma wrote:
Hi,
When I load a model into the osgOcean scene, the model looks white all
over, without any material. Anybody knows why?
Yes, I have seen the same thing. I believe
Hi Skylark,Kim:
Thx a lot
I know quit clearly now.
Thank you again for giving me so many useful messages.
cheers,
MT
Skylark wrote:
Hello Tian,
Was it those that you deleted? Yes, I just delet thems, because I found
that these two inline functions had not been used in anywhere.
pipeline functionality within a shader and then add the relevant
osgOcean shader effects to it, you can just copy functions from the
default shader and mix them in with the result of your shader.
K.
2009/11/2 Tian Ma :
Hi Jan,Kim:
Thank you a lot.
Kim, does it means that: I
just copy functions from the
default shader and mix them in with the result of your shader.
K.
2009/11/2 Tian Ma :
Hi Jan,Kim:
Thank you a lot.
Kim, does it means that: I can never keep the models looks like what
they are before? And I have to program shaders for every
to the
oceanScene to keep what they are?
The terrain is an external model that has a custom shader applied to
it, you can look at that. Alternatively look at the default shader
source.
K.
2009/11/3 Tian Ma :
Hi Kim:
I have downloaded the newest version through SVN, and also
Hi,
I have turn off all the underwater effects, but still blurry.
I want to know that: which parameter or functions can make the blurry
underwater ground clear?
Thank you!
Cheers,
Tian
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Hi Kim ,
Thanks a lot again :)
I will try it tomorrow at work!
Thank you!
Cheers,
Tian
Kim Bale wrote:
Hi Tian,
Disabling depth of field should fix that. If it doesn't let me know
and I'll see if something has got broken.
Cheers,
Kim.
2009/11/16 Tian Ma :
Hi
Hi Kim,
Thank you!
Yes, that workds. Look better now.
Cheers,
MT.
Kim Bale wrote:
Hi Tian,
Disabling depth of field should fix that. If it doesn't let me know
and I'll see if something has got broken.
Cheers,
Kim.
2009/11/16 Tian Ma :
Hi,
I have turn off all
Hi Kim:
Have you solved the particle render problem in OsgOcean1.01?
Could I open the glare and DOF effects with fire particle effect?
Cheers,
MT
Kim Bale wrote:
Haha well I've never played with them so I was rather sketchy on the theory.
Using MRTs would actually make for a pretty
.
Kim.
2009/11/18 Tian Ma :
Hi Kim:
Have you solved the particle render problem in OsgOcean1.01?
Could I open the glare and DOF effects with fire particle effect?
Cheers,
MT
Kim Bale wrote:
Haha well I've never played with them so I was rather
Hi Kim,
When add my own island model to the oceanscene and of cource nodemask and
shaders have been set to the model, I found that the reflection of the model on
the ocean surface is not complete.
Will you please tell me what caused this problem? And coule the problem be
solved?
Thank you!
Hi Kim,
I have amended the attachment problem. Can you see the picture clearly now?
Cheers,
MT
Kim Bale wrote:
Hi Tian,
I can't really see what's wrong from the attached picture, it kind of
looks like a dirty blue splodge...
K.
2009/11/19 Tian Ma :
Hi Kim,
When add my own
Hi Kim:
I just give the picture's URL link below:
http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
Cheers,
MT
Kim Bale wrote:
There's no attachment at all now :(
K.
2009/11/19 Tian Ma :
Hi Kim,
I have amended the attachment
Hi Kim:
No, I am not.
But the model was under a pisitionAttitudeNode, and I just make the model -1
meter down. Does it matter?
Cheers,
MT
Kim Bale wrote:
Are you using a matrix transform above OceanScene to alter the sea level?
K.
2009/11/19 Tian Ma :
Hi Kim:
I just give
Hi Kim:
I have seen the dicussions in the page you give.
Good works about the foam added to the shoreline.
I have update my source from SVN, when I test the new source, I found that the
foam effects around the boat is still sharp white. Is that still a unsolved
problem?
Cheers,
MT
Kim
Hi Kim,
I update the source code from SVN today and generate the new ocean project.
When run the example, some errors emerge. The error image is as follow link:
http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
Something wrong with the water.frag?
Thank you!
Hi Kim:
It is really my honor to test the new Version.
The follow links are my test effect on my own computer:
1.We can see that: the sharp white around the boat is still there, although the
around water looks transparent.
http://storage.openlab.net.cn/forums/2009-11-24/1981569/boat.JPG
possibly your card doesn't support MRTs.
What graphics card are you using? Could you set the notify level to
osg::notifylevel::info and dump the contents to file so I can see
exactly what the problem is?
Cheers.
Kim.
2009/11/24 Tian Ma :
Hi Kim,
I update the source code from
:
http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
Cheers,
MT
Kim Bale wrote:
Are you using a matrix transform above OceanScene to alter the sea level?
K.
2009/11/19 Tian Ma :
Hi Kim:
I just give the picture's URL link below
that should force face culling to
off when it's passing through the reflection camera
(http://code.google.com/p/osgocean/source/detail?r=184). This might
fix the problem, could you try updating from the trunk and see if the
issue is resolved?
Cheers.
K.
2009/11/24 Tian Ma :
Hi Kim
card doesn't support MRTs.
What graphics card are you using? Could you set the notify level to
osg::notifylevel::info and dump the contents to file so I can see
exactly what the problem is?
Cheers.
Kim.
2009/11/24 Tian Ma :
Hi Kim,
I update the source code from SVN today
tell me how many I've used and
are allowed to use on that card.
You can do it easily in the command prompt (win32) by using the command
oceanExample ocean_output.txt
Regards,
Kim.
2009/11/25 Tian Ma :
Hi Kim:
My graphics card is 'NVIDIA GeForce 7300 LE'.
The version
Hi Kim:
Thanks for your helpful work!
Does the information inf file ocean_output.txt help?
Regards,
Tian
Kim Bale wrote:
Hi Peter,
Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.
K.
2009/11/26 Tian Ma :
Hi Kim:
Thanks
XML Export tool under the Tools tab and then
send me the xml file please.
I need to know exactly what your card supports and I can't seem to
find out from my searches.
Cheers.
Kim.
2009/11/27 Tian Ma :
Hi Kim:
Thank you!
By now, I am using the olde version. And I
Hi Ice-D:
I think you need to compile the osgocean project first, and then the
'example' and 'install' projects.
Cheers,
Tian
Ice-D wrote:
Here some more information.
I think it is not a problem with the FFTSS library, instead cmake has a
problem:
CMake Error at
Export tool under the Tools tab and then
send me the xml file please.
I need to know exactly what your card supports and I can't seem to
find out from my searches.
Cheers.
Kim.
2009/11/27 Tian Ma :
Hi Kim:
Thank you!
By now, I am using the olde version. And I will try
here it is.
Kim Bale wrote:
Hi Tian,
There's no file attached...
Kim.
2009/12/2 Tian Ma :
Hi Kim:
Does the information above help ?
My graphic card is a little old, rihgt? :)
Regards,
Tian
Kim Bale wrote:
Hi Tian,
Could you download
Hi Nick:
Could you run the ocean example successfully?
Any errors occured when you get a back screen?
Cheers,
MT
Trajce Nikolov wrote:
Hi,
I am trying to embed the ocean stuff into my application. I mimic the code
from the example, and all I get is 2D black screen aligned quad.
://www.linkedin.com/in/tnick)
Sent from Izmit, 41, Turkey
On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov () wrote:
Hi Tian Ma,
well, the example works just fine. Also, when I step thru, I am not
getting any errors. Just not able to see the ocean surface and getting
Funny :)
Kim Bale wrote:
Kim,
*ahem*
Replying to myself there for some reason..
K.
2010/1/6 Kim Bale ()
Kim,
This is to some extent what already happens with the mipmapping LOD that
osgOcean currently uses.
The problem is that the multi-res
paul1492 wrote:
Okay... Now that I'm understanding more of the code lately, maybe that wasn't
the best of images to reference.
However, I'm seeing exactly the same black dots in the image when I use the
standard oceanExample case with its sky dome and viewing above the ocean
surface.
Good work Kim! I have update the svn code! A little real-time |-)
:D
Kim Bale wrote:
Hi Paul,
Yes you're right this is due to the rather inefficient method of updating the
surface primitives and vertices that osgOcean uses at the moment. Explained
here:
Hi,
I have updated 'branch\osgOcean-VBO' project though 'SVN', and compiled it
sucessfully.
When I run the 'oceanExample_SIMPLE.exe', an 'Memory Error' occured. I have a
screen shot bellow!
When I debug this, a break occured at:
'oceanSurface-getOrCreateStateSet()-setMode(GL_LIGHTING,
zonk wrote:
Hi,
well, must of this forum's users are not chinese aware ;) can you translate
the error message into english?
Thank you!
Cheers,
Torben
Hi Torben:
Sorry about that! I was a little wrought-up when I met this problem.
I have translate the error!
-MT
Kim Bale wrote:
Oceansurface wasn't initialised, I've fixed and checked this in to the branch.
Only additional hardware requirement is VBO support which I gather is pretty
standard. If you find that you have problems with this you can disable the
use of VBOs in the FFTOceanSurfaceVBO
Kim Bale wrote:
Hi Tian,
Are you referring to the Request Warp pointer error?
I've seen this before, I believe it's more to do with osgViewer rather than
osgOcean, it certainly shouldn't affect it's the program.
Regards,
Kim.
Hi Kim:
Yes. I have saw the problem now!
Trajce (Nick) Nikolov wrote:
Hi Tian,
I am having triubles to run it on Windows. What is your platform?
-Nick
Hi Nick:
My platform is Visual Studio 2005 sp1 and osg2.8.2 on Window XP.
What is your problem?
Cheers,
Tian
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Skylark wrote:
Hi Nick, Tian,
I am using the latest code from the trunk and having the same issues as
Jean S down in this thread.
I think Tian, you did not add the --vbo command line option, that's why
you're not getting the crash. If I remove that option, i.e. the ocean is
Hi,
I saw the code in 'OceanScen.cpp', that 5 cameras in
'osgOcean::OceanScen::_glarePasses' were used to render the glare effect.
But I saw the realization code in water.frag is just as bellow:
if(osgOcean_EnableGlare)
{
float lum = luminance(lumColor);
benang wrote:
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.
Thanks a lot for your help. And sorry for so late to answer.
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markos wrote:
Hi,
I'm not sure if anyone noticed before, but there is a lot of data missing
from OpenSceneGraph dataset that are required to properly run osgwidget*
examples. For example, osgwidgetmessagebox uses theme-8-shadow.png and
theme-8.png, but these assets are nowhere to be
ebruneton wrote:
Hello dear OSG-community,
INRIA is pleased to announce that Proland has been released in Open Source.
Proland is a C++/OpenGL library for the real-time realistic rendering of very
large and detailed 3D natural scenes on GPU. It is capable of rendering
entire planets
dglenn wrote:
Greetings All!
I assume that we are going to have a BOF this year, since I just went over
the SIGGRAPH conference schedule and there is a listing with John's name on
it hosting.
See you there!
I wish i could go to SIGGRAPH maybe some years later...
--
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