Well, Fred, if this is rendered within OSG then I guess that's exactly what I want to achieve with respect to the atmosphere :-) No chance to get any source sample for the texture precomputation stage I guess ??? :-)
By the way, there is another major issue I would like to submit to the OSG community: This atmospheric effect is rendered on top of everything as a screen aligned quad. But in my application I need to be able to render multiple planets with their own atmosphere, and satellites outside of the atmosphere (on top of it, or behind it)... Thus some objects must be rendered after this atmospheric Quad. Now, the point is I'm already using the modified DepthPartitionNode to handle cutting the complete scene into proper "depth segments" ==> Any idea how I could force the atmospheric quad to be rendered on top of all the Earth rendering cameras (for instance for the earth atmosphere) and not on the closer cameras ?? Or maybe someone has another idea how to handle this kind of issue ? Another option I'm already thinking about require to force my depth partition node generated cameras to only write depth values between sub values of the [0,1] segment, for instance, between [0.25,0.5] : is there an easy way to achieve this ?? Cheers, Manu. 2010/8/6 Frederic Bouvier <fredlis...@free.fr> > > ----- "Emmanuel Roche" <roche.emman...@gmail.com> a écrit : > > > Hey, thanks for the info Frederic! > > > > > > Actually, the atmospheric scattering effect you're pointing me at is > > what I've been trying to integrate into OSG for a few days now and the > > reason why I ask those questions :-) > > So have a look here : http://www.youtube.com/user/fgfred64 ;-) > > -Fred > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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