[osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
if (ea.getKey() == '+')
{

_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
1.0);
osg::notify(osg::NOTICE)  Ocean surface is now at z = 
 _oceanScene-getOceanSurfaceHeight()  std::endl;
return true;
}
if (ea.getKey() == '-')
{

_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
1.0);
osg::notify(osg::NOTICE)  Ocean surface is now at z = 
 _oceanScene-getOceanSurfaceHeight()  std::endl;
return true;
}
  }
If I press + water level is increased and for -  water level is
decreased
the above code I had written is just setting ocean surface height. now I
need to know which function is called after setting height
using
_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
1.0);
what the osgOCean does to render the ocean with increased or decreased
water level

i tried gdb but cant trace what is happening..
I think some event is triggered after setting OceanSurfaceHeight but dont
know where or how

I hope the developers of osgOcean are viewing this mail and they will
answer my question.

Any pointers are greatly appreciated.

Thanks in advance

-- 
Regards,
   Rashad
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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Hi Rashad,

All setOceanSurfaceHeight does is set the matrix of the transform that
parents the ocean surface so that it translates the surface up or down.

Take a look here:

http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

It also dirties the scene asking for a rebuild on the next update traversal.

Regards,

Kim.

On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z = 
  _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z = 
  _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but dont
 know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
thanks Kim.

OK. after translate will it update window automatically
what I want is partly done with osgOcean

after increasing height I need to find the area that is under water. Is it
possible is a big question but I have only one question
Is it possile? and how

On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but dont
 know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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-- 
Regards,
   Rashad
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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
It depends how accurate you want your calculation to be.

An approximation would be to simply take the volume of the cuboid that
forms between the seabed and the ocean surface.

If you want a more accurate volume calculation then you'd have to take into
account the shape of the waves and the seabed.
I *think* one of the properties of the FFT ocean surface is that the
average height will always be zero so you can treat it like a flat plane in
your volume calculation. You might want to check that though it's been a
while since I've looked at it in detail. If that's the case you only need
to take into account the shape of the sea bed in your calculation. It is
possible, but you'll have to work out the maths for that.

Regards,

Kim.

On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is it
 possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 Regards,
Rashad


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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

how to get the cuboid that forms between seabed and oceansurface. Any
pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now
 I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 osg-users mailing list
 osg-users@lists.openscenegraph.org
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 --
 Regards,
Rashad


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-- 
Regards,
   Rashad
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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Width x length x (Height of surface - height of seabed)

K.



On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote:



 On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

 how to get the cuboid that forms between seabed and oceansurface. Any
 pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now
 I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 Regards,
Rashad


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 --
 Regards,
Rashad


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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
Thanks

On Sun, Feb 12, 2012 at 9:00 PM, Kim Bale kcb...@googlemail.com wrote:

 Width x length x (Height of surface - height of seabed)

here width = window_width
length = window_length
height of seabed = how much it has raised(current height + 1.0)
height of surface ?


how to calculate the height of surface?


 K.




 On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote:



 On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

 how to get the cuboid that forms between seabed and oceansurface. Any
 pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.com
  wrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at
 z =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at
 z =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height.
 now I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or
 decreased water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 Regards,
Rashad


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 --
 Regards,
Rashad


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-- 
Regards,
   Rashad
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[osg-users] need download osgvisual code

2012-02-12 Thread tang
hello everyone:
cann't download osgvisual  code  from china through  svn.please help me ,please 
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Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2012-02-12 Thread Morné Pistorius
Hi all,

I actually posted about a similar issue 3 days ago, and included
screenshots and a cpp file, but my post never made it on to the list.
It may have been filtered due to attachments on first post.

Anyway, I think there is a general regression in osgShadow from 2.8.3
to 3.0.1.  The problem that I was seeing was with SoftShadowMap where
the shaded areas are transparent.  It is easily reproducible in the
osgShadow example by making the SoftShadow technique default, and
adding GL_BLEND to the default model 3 stateset.  If GL_BLEND is
enabled, shadows make the receiver object transparent in the areas
where the shadows are projected.

I tracked this down to a change in the shader code where shadows
values were changed from a vec4 to a float.  Using the original shader
from 2.8.3 works fine, but the current one is broken.

Cheers,
Morné

On Fri, Dec 2, 2011 at 6:53 PM, Wojciech Lewandowski
w.p.lewandow...@gmail.com wrote:
 Hi, Guys,

 I think I see the reason why Robert commented it. For spotlights ambient
 factor should be attenuated with distance from light. It would be hard to
 compute attenuation in frag shader  without assistance of vertex shader. I
 would bet it would be possible but very tricky, though. Anyway, IMHO when
 that line is commented its worse because such ambient factor is both wrong
 for directional and spot lights.
 That issue again proves that there is no silver bullet for shadow technique
 shaders. Depending on what your app does you may need different set of
 shaders, if not whole technique.
 So maybe you guys should consider passing in your own shaders (copied from
 2.8 version) to make that look  right again...

 Cheers,
 Wojtek Lewandowski


 2011/12/1 Wojciech Lewandowski w.p.lewandow...@gmail.com

 Hi, Michael,

 Well, then I guess addition of gl_FrontLightProduct[0] should be
 uncomented. And thats a missing piece of the puzzle... SVN Blame shows that
 Robert commented it in 12737 rev on 29th of  July. I guess its time to ask
 Robert what to do with this.

 Cheers,
 WL


 2011/12/1 Michael Guerrero mjgue...@nps.edu

 Hi Wojtek,

 It certainly did seem as though I completely missed the addition with
 gl_FrontLightProduct[0].ambient.
 Unfortunately what happened was that after I copy/pasted it in the
 message I removed the quotes around it and more importantly the comment
 characters //.  Here is a link to the file in question:

 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/tags/OpenSceneGraph-3.0.1/src/osgShadow/StandardShadowMap.cpp

 FYI, that piece of code looks the same on the trunk:

 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgShadow/StandardShadowMap.cpp

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44170#44170





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