Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-19 Thread Christian Buchner
In a first step I would actually be okay if the terrain was infinite and flat.

It can be extended to do heightfield raycasting later. I have plenty
of papers about this topic (e.g. cone step mapping and more advanced
methods).

The main difficulty for me is how to cast rays from the screen aligned
quad into the scene, i.e. finding the right matrices and
transformations to do this in the vertex and pixel shaders. Once I
have a ray vector per pixel, intersection with a ground plane should
be trivial.

Christian.
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Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-18 Thread Martin Naylor
Hi,
Not sure if this or its been superseded, you might want to take a look at
OSGTDS.
http://andesengineering.com/Projects/TDS/

This is for deforming terrain for the placement of objects.
I have never used it, but it might be worth a shot?

Cheers

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Buchner
Sent: 17 January 2011 09:58
To: OpenSceneGraph Users
Subject: [osg-users] Skybox (horizon and ground) in GLSL?

Hi,

I managed to load some 20 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome - that's too old-fashioned.

I was thinking to use a screen aligned quad (coordinates forced to
screen dimensions in a vertex shader) and a pixel shader to set ground
and sky zbuffer values and to render the ground and sky color. The
ground zbuffer values for sure depend on the camera height over
ground. And how the horizon is oriented would depend on the camera
orientation (view matrix)

Unfortunately having little prior experience with GLSL, I think I
might need some input from the community how to pull this off.

Christian
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[osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Christian Buchner
Hi,

I managed to load some 20 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome - that's too old-fashioned.

I was thinking to use a screen aligned quad (coordinates forced to
screen dimensions in a vertex shader) and a pixel shader to set ground
and sky zbuffer values and to render the ground and sky color. The
ground zbuffer values for sure depend on the camera height over
ground. And how the horizon is oriented would depend on the camera
orientation (view matrix)

Unfortunately having little prior experience with GLSL, I think I
might need some input from the community how to pull this off.

Christian
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Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Sergey Polischuk
Hi,

I think it would not be possible to pull of some kind of non-flat good looking 
ground + something like skybox via posteffect (thats what you suggest) with 
interactive camera. Use actual geometry or something like parallax mapping on 
plane for ground. You can get good shader based sky tho, but i'ts definitely 
simplier to get that with skybox-like geometry than with posteffect based 
approach.

Cheers,
Sergey

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35692#35692





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