Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-17 Thread Jefferson Pinheiro
Hi Robert,

On Mon, Dec 15, 2008 at 7:55 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Fred  Jefferson,

 On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier fredlis...@free.fr
 wrote:
  I have a patch to PrecipitationEffect that seems to work. I'll submit it
  to osg-submissions

 I've just done a review of these changes and don't feel that there are
 mostr straightforward and effecient way to implement what is
 effectively near plan clipping.  The code will make the vertex program
 slower, and not cut down on rasteristation and fill load.

 I feel a better route would be to either:

 1) use two Camera's to depth partition the scene as suggested earlier
 in this thread, as this would give you control over the worlds depth
 range where the precipitation exists


This one works!



 2) Use an osg::ClipPlane to clip the precipitation effect.  Using a
 clip plan would also allow you to control angle of the clipping.


I don't know how to use that (I'm a beginner). Fred, I would be grateful if
you could share your code, if you do it.



 Neither the above routes require any changes to the core OSG, and both
 would not affect the vertex program load, and would clip out fragment
 so would cut down the fragment program load so would be more efficient
 than the submitted fix.

 Could you test out the above suggestions?

 Thanks,
 Robert.
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[osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-12 Thread Jefferson Pinheiro
I'm working on a driving project on OSG, and now I am making it rain. I
added a precipitation effect for that. My scale is 1 unit = 1 cm.

*First question:*
When my car runs just a bit (say, 5 km/h), the rain comes at my face as
though I was running at 200 km/h. And if I run faster than 20 km/h or so,
the rain bacomes glitchy (looks like it's snowing, too).

How do I change the speed at which the rain comes?

*Second question*
It also rains inside my car. I tried adding a node mask for that, but it
didn't seem to work. Is it possible not to make it rain inside the cars
(which are on a separete osg::Group)?

Thanks,
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Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-12 Thread Jefferson Pinheiro
Hi Robert,

On Fri, Dec 12, 2008 at 2:26 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Jefferson,

 On Fri, Dec 12, 2008 at 3:56 PM, Jefferson Pinheiro
 jeffersonmpinhe...@gmail.com wrote:
  I'm working on a driving project on OSG, and now I am making it rain. I
  added a precipitation effect for that. My scale is 1 unit = 1 cm.
 
  First question:
  When my car runs just a bit (say, 5 km/h), the rain comes at my face as
  though I was running at 200 km/h. And if I run faster than 20 km/h or so,
  the rain bacomes glitchy (looks like it's snowing, too).

 Shudder.  Why or why would you have such a scale?  Can't you just have
 a sensible scale like 1 unit = 1m?


Even so,  my colleague's project is on that scale and the same thing
happens.



 I you really must have such as scale then try putting a scale above
 the PrecipitationEffect.


setParticleSize? I tried increasing that, and big values causes the rain to
look like snow; lower values makes it look normal or too small.
Or adding a matrix transform and scale matrix? That didn't seem to work,
either.



  How do I change the speed at which the rain comes?

 Have you looked at the API?


I tried several combinations of setParticleSpeed, wind and cell size, the
problem persisting.

Is it possible to just disable the effect of rain coming at your face when
the camera moves forward?



  Second question
  It also rains inside my car. I tried adding a node mask for that, but it
  didn't seem to work. Is it possible not to make it rain inside the cars
  (which are on a separete osg::Group)?

 PrecipitationEffect doesn't have an support itself for constraining
 the effect to appear inside/outside specified geometries.

 The best thing you could do would be to either try using the stencil
 buffer to prevent the fragments of the effect being rendered where you
 don't want them.


Thanks, I'll take a look at that.



 Robert.
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Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-04 Thread Jefferson Pinheiro
I understand.

About my other question then, there is currently no workaround to test
collision between two polytopes? I tried
polytope.contains(polytope2.getReferenceVertexList()) but it doesn't seems
to work either (always returning false). Any other ideas?

On Thu, Dec 4, 2008 at 7:05 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Jefferson,

 Like Gordon says, if you need the function then the thing to do is
 implement it and submit it.  I'm not hear to take end users feature
 requests and then go a implement them for free.  I have bucket load of
 work to do, working well over my forty hour week every week, with many
 of these hours doing project maintenance and support work without
 financial return, the simply is no scope for doing extra stuff just
 out of kind heartedness - I do strangely enough have a life outside
 the OSG.

 Robert.

 On Wed, Dec 3, 2008 at 8:10 PM, Jefferson Pinheiro
 [EMAIL PROTECTED] wrote:
  Hello Robert,
 
  Can you please implement a function, in class Polytope, that checks if
 the
  current polytope intersects another polytope? Or is there another way to
 do
  that, and I'm not seeing?
 
  Thanks,
  --
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[osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
Hello Robert,

Can you please implement a function, in class Polytope, that checks if the
current polytope intersects another polytope? Or is there another way to do
that, and I'm not seeing?

Thanks,
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Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
Alas, I lack the knowledge to do that.

On Wed, Dec 3, 2008 at 6:25 PM, Tomlinson, Gordon 
[EMAIL PROTECTED] wrote:

  Rather than asking Robert to implement this function you could implent it
 your self as you have the source and contribute it back to the OSG source
 and community for which  we would all be grateful


 *Gordon*

 __
 *Gordon Tomlinson*

 *Product Manager 3D
 **Email * : gtomlinson @ overwatch.textron.com
 __
 *(C): (+1) 571-265-2612
 (W)**: (+1) 703-437-7651*

 Self defence is not a function of learning tricks
 but is a function of how quickly and intensely one
 can arouse one's instinct for survival
 - *Master Tambo Tetsura*



  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Jefferson
 Pinheiro
 *Sent:* Wednesday, December 03, 2008 3:11 PM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Request: bool Polytope.contains(another_polytope)

 Hello Robert,

 Can you please implement a function, in class Polytope, that checks if the
 current polytope intersects another polytope? Or is there another way to do
 that, and I'm not seeing?

 Thanks,
 --
 Jefferson Pinheiro

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[osg-users] zNear and zFar making no difference

2008-12-02 Thread Jefferson Pinheiro
For performance reasons, I want to render only that which is close to my
camera. I tried changing zNear and zFar, but they make absolutely no effect
(I tried values such as 100,200; 10,20; 0.01;0.02). However, for
instance, changing the FOV (which is 80 now), does changes the FOV. My world
scale is 1 unit = 1 cm. What might be wrong?

{
viewer.setCameraManipulator(cm); //cm = class CamManipCarro : public
osgGA::MatrixManipulator (a custom camera manpulator)

osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-x = 0;
traits-y = 0;
traits-width = GetSystemMetrics(SM_CXSCREEN);
traits-height = GetSystemMetrics(SM_CYSCREEN);
traits-windowDecoration = false;
traits-doubleBuffer = true;
//traits-sharedContext = 0;
osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

// HERE !! Changing the last 2 parameters makes no effect. I wanted it would
render only that which is between 100 and 200 units from my camera.
viewer.getCamera()-setProjectionMatrixAsPerspective(80,(double)
GetSystemMetrics(SM_CXSCREEN) / (double)
GetSystemMetrics(SM_CYSCREEN),100,200);


viewer.getCamera()-setNearFarRatio(0.02);
viewer.getCamera()-setGraphicsContext(gc.get());
viewer.getCamera()-setViewport(new osg::Viewport(0,0,
traits-width, traits-height));
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
viewer.getCamera()-setDrawBuffer(buffer);
viewer.getCamera()-setReadBuffer(buffer);

osg::Camera* hudCamera = createHUD();
hudCamera-setGraphicsContext(gc.get());
hudCamera-setViewport(0,0,traits-width, traits-height);
viewer.addSlave(hudCamera, false);

viewer.setSceneData(root);
viewer.realize();
viewer.getCamera()-setUpdateCallback(new CameraUpdateCallback());
}


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Re: [osg-users] zNear and zFar making no difference

2008-12-02 Thread Jefferson Pinheiro
Ah, thanks, that solved the problem.

However, there is now a new problem: is it possible to change this view
distance for everything, except the skybox (so that the skybox is always
rendered)? My skybox, currently, is on a Group, that is child of root.

On Tue, Dec 2, 2008 at 5:05 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 HI Jefferson,

 The OSG by default doesn't enable the near and far planes for culling
 purposes, as doing so would require end users to accurately manage
 their near/far plane.

 To enable the near/far culling simple do:

  viewer-getCamera()-setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING
 |

 osg::CullSettings::SMALL_FEATURE_CULLING);

 You may also want to disable the compute and near/far planes.


  
 viewer-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

 Robert.

 On Tue, Dec 2, 2008 at 7:48 PM, Jefferson Pinheiro
 [EMAIL PROTECTED] wrote:
  For performance reasons, I want to render only that which is close to my
  camera. I tried changing zNear and zFar, but they make absolutely no
 effect
  (I tried values such as 100,200; 10,20; 0.01;0.02). However, for
  instance, changing the FOV (which is 80 now), does changes the FOV. My
 world
  scale is 1 unit = 1 cm. What might be wrong?
 
  {
  viewer.setCameraManipulator(cm); //cm = class CamManipCarro :
 public
  osgGA::MatrixManipulator (a custom camera manpulator)
 
  osg::ref_ptrosg::GraphicsContext::Traits traits = new
  osg::GraphicsContext::Traits;
  traits-x = 0;
  traits-y = 0;
  traits-width = GetSystemMetrics(SM_CXSCREEN);
  traits-height = GetSystemMetrics(SM_CYSCREEN);
  traits-windowDecoration = false;
  traits-doubleBuffer = true;
  //traits-sharedContext = 0;
  osg::ref_ptrosg::GraphicsContext gc =
  osg::GraphicsContext::createGraphicsContext(traits.get());
 
  // HERE !! Changing the last 2 parameters makes no effect. I wanted it
 would
  render only that which is between 100 and 200 units from my camera.
  viewer.getCamera()-setProjectionMatrixAsPerspective(80,(double)
  GetSystemMetrics(SM_CXSCREEN) / (double)
  GetSystemMetrics(SM_CYSCREEN),100,200);
 
 
  viewer.getCamera()-setNearFarRatio(0.02);
  viewer.getCamera()-setGraphicsContext(gc.get());
  viewer.getCamera()-setViewport(new osg::Viewport(0,0,
  traits-width, traits-height));
  GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
  viewer.getCamera()-setDrawBuffer(buffer);
  viewer.getCamera()-setReadBuffer(buffer);
 
  osg::Camera* hudCamera = createHUD();
  hudCamera-setGraphicsContext(gc.get());
  hudCamera-setViewport(0,0,traits-width, traits-height);
  viewer.addSlave(hudCamera, false);
 
  viewer.setSceneData(root);
  viewer.realize();
  viewer.getCamera()-setUpdateCallback(new
 CameraUpdateCallback());
  }
 
 
  --
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jefferson Pinheiro
I would prefer a forum too. Even though I use gmail with filters.

2008/11/4 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hi Peter,

  like you said just to forums instead.. every descent forum has thread
 notifications. So no
 need to track down forums, you will get an email when someone has answered
 or posted in
 your forum thread.


 So you prefer getting e-mail *and* going to a forum rather than just
 getting e-mail?

 A lot of us at least skim all topics, and read most of them. Using a forum
 in that case would just be too long (switching to topics all the time,
 waiting for pages to display). And we would then get notification for all
 topics we're interested in, which would be equivalent to a mailing list.
 E-mail is instantaneous (once it's downloaded) and much more efficient for
 our time.

 J-S
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Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
Can you tell me, please, how to set a default texture for the root?

2008/11/2 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hi Jefferson,

 Just to add to what Terry said:

  b) set a simple default texture (for example, a 1x1 white texture) on
 the root node of your scene.


 This is what ShadowMap does (and the new ViewDependentShadow too) which is
 why you don't have that problem when using ShadowMap. SoftShadowMap could be
 modified to do it too, but hasn't yet, which probably just means not too
 many people use it.

 J-S
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Re: [osg-users] Disable self shadows (ShadowMap)

2008-11-03 Thread Jefferson Pinheiro

 Or, attach an empty osg::Program to get the fixed pipeline. If you're just
 using the default shadow shader for your shadows, the fixed pipeline for
 your cars might be sufficient instead of having to write a shader without
 shadowing yourself.

car_node-getOrCreateStateSet()-setAttributeAndModes(
new osg::Program, osg::StateAttribute::ON);


That makes every car receive some weird, colorful noise.


Firstly, I notice that you are using OSG 2.6. The versatility of the API
 into the shadowing stuff is much better in the 2.7 versions, and allows you
 better control over what is being applied, so I recommend you move to that
 if you can.


I've just compiled and tried OSG 2.7.4. But I don't understand what you mean
by better control. I was expecting to see, in the header ShadowedScene,
something like:
- setOnlyReceivesShadowTraversalMask
- setOnlyCastsShadowTraversalMask
- setCastsAndReceivesShadowTraversalMask

Perhaps that could be implemented? Otherwise, how would you do, in OSG 2.7,
to disable self-shadowing?

Thanks,
Jefferson

2008/11/2 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hi Jefferson,

 Once again, a complement to the info David provided:

  Create a shader - you can use the GLSL in ShadowMap.cpp as a starting
 point - and then bind it to your car node stateset with the usual methods


 Or, attach an empty osg::Program to get the fixed pipeline. If you're just
 using the default shadow shader for your shadows, the fixed pipeline for
 your cars might be sufficient instead of having to write a shader without
 shadowing yourself.

car_node-getOrCreateStateSet()-setAttributeAndModes(
new osg::Program, osg::StateAttribute::ON);

 Hope this helps,

 J-S
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Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
Yes, that solved the problem. Many thanks, you both!

I'm posting the code, for reference.

osg::ref_ptrosg::StateSet stateSet(root-getOrCreateStateSet());
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats -
equivilant to a Vec4!
int noPixels = 1;
image-allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image-setInternalTextureFormat(GL_RGBA);
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image-data();
osg::Vec4 color(1,1,1,1);
*dataPtr = color;
// make fake texture
osg::Texture2D* fakeTex = new osg::Texture2D;
fakeTex-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
fakeTex-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
fakeTex-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
fakeTex-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
fakeTex-setImage(image);
// add fake texture
stateSet-setTextureAttribute(0,fakeTex,osg::StateAttribute::ON);
stateSet-setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::OFF);
stateSet-setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
stateSet-setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF);


2008/11/3 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hello Jefferson,

  Can you tell me, please, how to set a default texture for the root?


 See src/osgShadow/ShadowMap.cpp around line 290, which starts with this
 comment:

// fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer
// without this fake texture we can not support
// textured and not textured scene

 You can set this 1x1 white texture at the root of your graph, and if any
 node has a different texture on unit 0 it will override it automatically.

 Hope this helps,


 J-S
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Re: [osg-users] Real size model how to??

2008-11-02 Thread Jefferson Pinheiro
Try scaling up in your code.

osg::Matrix scale;
scale.makeScale(10,10,10);
osg::MatrixTransform *myMatrixTransform= new MatrixTransform();
myMatrixTransform-setMatrix(scale);
myMatrixTransform-addChild(frogNode);
root-addChild(myMatrixTransform);

2008/11/2 [EMAIL PROTECTED]

 Hello,
 I'm loading a model using osgDB::readNodeFile(frog.3ds).
 osg seems to scale down my model, if I scale down/up my modwl using
 3DStudio, it has no effect on OSG, it always show it the same size.
 any idea??
 thank you.
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[osg-users] Disable self shadows (ShadowMap)

2008-10-31 Thread Jefferson Pinheiro
Consider this scene:

- Terrain and some buildings: osg::Group sceneNode
- Several cars: osg::Group carNode

Both are children of a ShadowedScene. I'm using ShadowMap as a technique.

I want that the buildings cast shadows on the terrain/road (that is working
fine), and that the cars cast shadows on the terrain, BUT not on themselves
(disable self shadows for the car node). Is that possible?

- Jefferson
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[osg-users] Untextured materials = pure black

2008-10-31 Thread Jefferson Pinheiro
Every material that has no texture associated becomes completely black when
I do one of the following:

- change the shadow technique from ShadowMap to SoftShadowMap
- add any of the GLSL bloom shader I found on the net (
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=27976postdays=0postorder=ascstart=0or
http://www.gamedev.net/community/forums/topic.asp?topic_id=395186)

Any idea why this is happening?

Details:

I have a single light, declared thusly:

osg::Vec3 lightPosition(4,4,8); // my prog's scale is big
osg::LightSource* ls = new osg::LightSource;
ls-getLight()-setPosition(osg::Vec4(lightPosition,1));
ls-getLight()-setAmbient(osg::Vec4(0.5,0.5,0.5,1.0));
ls-getLight()-setDiffuse(osg::Vec4(0.9,0.9,0.9,1.0));
shadowedScene-addChild(ls);

I'm posting direct links to the shaders, case you're lazy to open those ones
:)

http://magiadosdoces.com/temp/PP_GL_Bloom1.fx
http://magiadosdoces.com/temp/PP_GL_Bloom2.fx
http://magiadosdoces.com/temp/PP_GL_Bloom3.fx
http://magiadosdoces.com/temp/PP_GL_Bloom4.fx
http://magiadosdoces.com/temp/shader.frag

And this is how I'm loading the shaders:
osg::ref_ptrosg::StateSet stateSet(root-getOrCreateStateSet());
osg::Program* program = new osg::Program;
osg::Shader* frag = new osg::Shader( osg::Shader::FRAGMENT );
frag-loadShaderSourceFromFile(Shaders/shader.frag);
program-addShader(frag);
stateSet.get()-setAttributeAndModes(program, osg::StateAttribute::ON);

I'm using OSG 2.6, Windows Vista 64, Geforce 8800M GTS.

Oh and by the way, the bloom shader effect doesn't works even on the
textured surfaces. They simply remain the same. Image:
http://magiadosdoces.com/temp/car.jpg

Thanks,
Jefferson
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