[osg-users] [osgOcean] Wake effects?
Tian Ma
tianxiao888 at foxmail.com
Tue Nov 24 04:03:08 PST 2009
Hi Kim:
This errors occurs on the computer in my office. I think the card is a little old:(
Beacause it is night here, I will do what you advised tomorrow morning.
Thank you!
Cheers,
MT
Kim Bale wrote:
> Hi Tian,
>
> Last night I committed the changes that permit alpha tranparencies to
> be used in conjunction with the glare and depth of field effects. This
> required the use of multiple render targets (
> http://code.google.com/p/osgocean/source/detail?r=183 ) and some
> changes to some of the shaders.
>
> It looks like that's used up the maximum varying attributes of your
> card and also 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 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!
> >
> > Cheers,
> > Tian
> >
> >
> >
> > Kim Bale wrote:
> >
> > > Hello Erik,
> > >
> > > Sorry I missed your post yesterday. There isn't really any support for
> > > wakes on the sea surface at the moment, although it's definitely
> > > something that needs addressing.
> > >
> > > However, I just had a submission which uses the depth buffer to add
> > > breaking foam to the shoreline. This does sort for work for other
> > > objects on sea, like ships, but it doesn't look very pretty at the
> > > moment. You're more than welcome to have a play with the effect and
> > > see if you can do anything with it. From what I understand what you'd
> > > need to do is add a sort of sloped geometry which tracks you your
> > > boat, that would get picked up in the depth buffer and the same foam
> > > texture used on the wave crests is applied to it.
> > >
> > > It's been checked into the trunk, but like I say it needs a little work.
> > >
> > > There was a discussion about it here:
> > >
> > > http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
> > >
> > > Cheers.
> > >
> > > Kim.
> > >
> > >
> > >
> > > 2009/11/18 Erik Johnson <>:
> > >
> > >
> > > > Hi,
> > > >
> > > > I thought this would have come up before, but does anyone have suggestions how to render a boat's wake? Using osgParticle provides an "ok" solution, but falls apart rapidly if the ocean waves are too large (the particles go underwater).
> > > >
> > > > Would be cool to leverage the same texturing effects as the "wave crest foam" stuff - just not sure how. :)
> > > >
> > > > Thanks for any suggestions,
> > > > Erik
> > > >
> > > > ------------------
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
> > > >
> > > >
> > > >
> > > >
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