[osg-users] [osgOcean] Wake effects?

2009-11-19 Thread 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

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Kim Bale
Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)

K.



2009/11/20 Kim Bale :
> 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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>>
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Kim Bale
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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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Erik Johnson
Hah! I attached an image file via the Forum.  For some reason it came across 
pretty ugly in the email.  Looks fine on the Forum. 

I'll see about the new technique on the trunk - might just have enough time to 
give it a test!

Thanks,
Erik




Kim Bale wrote:
> Oh.. and was the attached image supposed to be in 8 bit colour? Are
> you running osgocean on a zx 81 or something? ;)
> 
> K.
> 
> 
> 
> Post generated by Mail2Forum


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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Jean-Sébastien Guay

Hi Kim,


Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)


Looks like images attached to forum posts are converted to lower 
resolution/bit depth before being sent to the mailing list, it's not the 
first time I've seen this in the last few weeks.


Perhaps this is a setting Art could tune? I don't think our users would 
purposefully post huge images... Or maybe there could be a resolution 
limit but keep the original bit depth?


J-S
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Tian Ma
Hi Kim:

I have seen the dicussions in the page you give. 

Good works about the foam added to the shoreline. 

I have update my source from SVN, when I test the new source, I found that the 
foam effects around the boat is still sharp white. Is that still a unsolved 
problem?

Cheers,
MT


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
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
> > 
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Jean-Sébastien Guay

Hello Tian Ma,


I have update my source from SVN, when I test the new source, I found that the 
foam effects around the boat is still sharp white. Is that still a unsolved 
problem?


Yes indeed. We discussed adding (invisible) sloped geometry around the 
silhouette of objects that contact the water so that the depth buffer 
around them would go down gradually rather than sharply, kind of the way 
shadow volume techniques generate geometry for the shadow volumes from 
silhouette edges as seen from light sources. But this was just 
discussion. No one has volunteered to do this yet.


Any volunteers? :-)

J-S
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Buganini
Does same problem also occur for cliff straightly down to deep sea bed ?


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Re: [osg-users] [osgOcean] Wake effects?

2009-11-21 Thread Jean-Sébastien Guay

Hi Buganini,


Does same problem also occur for cliff straightly down to deep sea bed ?


Possibly, I don't know.

J-S
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-21 Thread Tian Ma
Hi J-S:

I think I have to understand the source code first! :)

Cheers,
MT



Skylark wrote:
> Hello Tian Ma,
> 
> 
> > I have update my source from SVN, when I test the new source, I found that 
> > the foam effects around the boat is still sharp white. Is that still a 
> > unsolved problem?
> > 
> 
> Yes indeed. We discussed adding (invisible) sloped geometry around the 
> silhouette of objects that contact the water so that the depth buffer 
> around them would go down gradually rather than sharply, kind of the way 
> shadow volume techniques generate geometry for the shadow volumes from 
> silhouette edges as seen from light sources. But this was just 
> discussion. No one has volunteered to do this yet.
> 
> Any volunteers? :-)
> 
> J-S
> -- 
> __
> Jean-Sebastien Guay
> http://www.cm-labs.com/
> http://whitestar02.webhop.org/
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-23 Thread 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
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
> > 
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Kim Bale
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
>> >
>> >
>> >
>> >
>> > ___
>> > osg-users mailing list
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>> >
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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>
>
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> http://forum.openscenegraph.org/viewtopic.php?p=20196#20196
>
>
>
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
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
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
> > > > 
> > > > 
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> > > ___
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
Hi Kim:

My graphics card is 'NVIDIA GeForce 7300 LE'.

The version number <= r181 could work normally on this card. 

And since r182 to 185, the error emerged.


Cheers,
Tian



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
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
> > > > 
> > > > 
> > > > 
> > > ___
> > > osg-users mailing list
> > > 
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > 
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> > > 
> > 
> > 
> > --
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> > 
> > 
> > 
> > 
> > 
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Kim Bale
Ok I reckon the water.frag has used up the maximum allowed uniforms
for that card, I've come across this issue before with the 7 series
cards. There are some tricks to get around this, so I'll see if I fix
it.

Is there any chance you could set the notify level to
osg::NotifySeverity::INFO and then pipe the output from oceanExample
to a file and send it to me? It might tell me how many I've used and
are allowed to use on that card.

You can do it easily in the command prompt (win32) by using the command

oceanExample > ocean_output.txt

Regards,

Kim.



2009/11/25 Tian Ma :
> Hi Kim:
>
> My graphics card is 'NVIDIA GeForce 7300 LE'.
>
> The version number <= r181 could work normally on this card.
>
> And since r182 to 185, the error emerged.
>
>
> Cheers,
> Tian
>
>
>
> 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
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > ___
>> > > > osg-users mailing list
>> > > >
>> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > > >
>> > > >
>> > > >
>> > > >
>> > > ___
>> > > osg-users mailing list
>> > >
>> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > >
>> > >  --
>> > > Post generated by Mail2Forum
>> > >
>> >
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=20196#20196
>> >
>> >
>> >
>> >
>> >
>> > ___
>> > osg-users mailing list
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Tian Ma
Hi Kim:


Thanks for your patience!

I have done what you advised.

And the "ocean_output.txt" file was give as followed attatchment.

Will you please see what's the problem really is?

Cheers,
Tian



Kim Bale wrote:
> Ok I reckon the water.frag has used up the maximum allowed uniforms
> for that card, I've come across this issue before with the 7 series
> cards. There are some tricks to get around this, so I'll see if I fix
> it.
> 
> Is there any chance you could set the notify level to
> osg::NotifySeverity::INFO and then pipe the output from oceanExample
> to a file and send it to me? It might tell me how many I've used and
> are allowed to use on that card.
> 
> You can do it easily in the command prompt (win32) by using the command
> 
> oceanExample > ocean_output.txt
> 
> Regards,
> 
> Kim.
> 
> 
> 
> 2009/11/25 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > My graphics card is 'NVIDIA GeForce 7300 LE'.
> > 
> > The version number <= r181 could work normally on this card.
> > 
> > And since r182 to 185, the error emerged.
> > 
> > 
> > Cheers,
> > Tian
> > 
> > 
> > 
> > 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
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > ___
> > > > > > osg-users mailing list
> > > > > > 
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > > 
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > 
> > > > >  --
> > > > > Post generated by Mail2Forum
> > > > > 
> > > > > 
> > > > 
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://

Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Peter Bear
Would it be possible to implement sort of a config option with 2 or more 
shaders for multiple quality levels? This would allow for the use of one shader 
if you have a more powerful card, or another shader for an older card.
Peter

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Kim Bale
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear :
> Would it be possible to implement sort of a config option with 2 or more 
> shaders for multiple quality levels? This would allow for the use of one 
> shader if you have a more powerful card, or another shader for an older card.
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
>
>
>
>
>
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Tian Ma
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:
> Hi Peter,
> 
> Well this is really what the many weird and wonderful configurable
> options are for in OceanScene, nearly every effect can be turned off
> an on to suit the graphics card configuration. I think it's probably
> better to do it this way, rather than grouping them together to give
> the low,medium and high settings, as you can fine tune the rendering
> to suit the available hardware.
> 
> The core water shader itself isn't so expensive, it's largely the pre
> render passes that bring down the frame rate and all of these can be
> turned off and on as desired.
> 
> (I think) the problem with Tians card at the moment is that the water
> shader in the trunk has used up all the maximum number of uniforms
> permitted on nvidia 7 series card which use a version of glsl that I'm
> not 100% sure of. But I think this can be worked around, I just
> haven't got round to it yet (plus it's quite hard to test without a
> suitable card)
> 
> K.
> 
> 
> 2009/11/26 Peter Bear <>:
> 
> > Would it be possible to implement sort of a config option with 2 or more 
> > shaders for multiple quality levels? This would allow for the use of one 
> > shader if you have a more powerful card, or another shader for an older 
> > card.
> > Peter
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > 
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Kim Bale
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma :
> Hi Kim:
>
> Thanks for your helpful work!
>
> Does the information inf file "ocean_output.txt" help?
>
> Regards,
> Tian
>
>
> Kim Bale wrote:
>> Hi Peter,
>>
>> Well this is really what the many weird and wonderful configurable
>> options are for in OceanScene, nearly every effect can be turned off
>> an on to suit the graphics card configuration. I think it's probably
>> better to do it this way, rather than grouping them together to give
>> the low,medium and high settings, as you can fine tune the rendering
>> to suit the available hardware.
>>
>> The core water shader itself isn't so expensive, it's largely the pre
>> render passes that bring down the frame rate and all of these can be
>> turned off and on as desired.
>>
>> (I think) the problem with Tians card at the moment is that the water
>> shader in the trunk has used up all the maximum number of uniforms
>> permitted on nvidia 7 series card which use a version of glsl that I'm
>> not 100% sure of. But I think this can be worked around, I just
>> haven't got round to it yet (plus it's quite hard to test without a
>> suitable card)
>>
>> K.
>>
>>
>> 2009/11/26 Peter Bear <>:
>>
>> > Would it be possible to implement sort of a config option with 2 or more 
>> > shaders for multiple quality levels? This would allow for the use of one 
>> > shader if you have a more powerful card, or another shader for an older 
>> > card.
>> > Peter
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
>> >
>> >
>> >
>> >
>> >
>> > ___
>> > osg-users mailing list
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>> ___
>> osg-users mailing list
>>
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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>
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-26 Thread Tian Ma
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
> Hi Tian,
> 
> It did highlight some useful stuff. Unfortunately I won't get round to
> fixing this immediately.
> 
> However, if you want to use the version in the trunk you can probably
> get round it by replacing the uniform booleans one by one with hard
> coded values in the water shader for the options you want to enable
> until it stop complaining. Obviously this is a temporary fix until I
> get round to investigating further.
> 
> K.
> 
> 2009/11/26 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > Thanks for your helpful work!
> > 
> > Does the information inf file "ocean_output.txt" help?
> > 
> > Regards,
> > Tian
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Peter,
> > > 
> > > Well this is really what the many weird and wonderful configurable
> > > options are for in OceanScene, nearly every effect can be turned off
> > > an on to suit the graphics card configuration. I think it's probably
> > > better to do it this way, rather than grouping them together to give
> > > the low,medium and high settings, as you can fine tune the rendering
> > > to suit the available hardware.
> > > 
> > > The core water shader itself isn't so expensive, it's largely the pre
> > > render passes that bring down the frame rate and all of these can be
> > > turned off and on as desired.
> > > 
> > > (I think) the problem with Tians card at the moment is that the water
> > > shader in the trunk has used up all the maximum number of uniforms
> > > permitted on nvidia 7 series card which use a version of glsl that I'm
> > > not 100% sure of. But I think this can be worked around, I just
> > > haven't got round to it yet (plus it's quite hard to test without a
> > > suitable card)
> > > 
> > > K.
> > > 
> > > 
> > > 2009/11/26 Peter Bear <>:
> > > 
> > > 
> > > > Would it be possible to implement sort of a config option with 2 or 
> > > > more shaders for multiple quality levels? This would allow for the use 
> > > > of one shader if you have a more powerful card, or another shader for 
> > > > an older card.
> > > > Peter
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
> > > > 
> > > > 
> > > ___
> > > osg-users mailing list
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> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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> > 
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> > 
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-27 Thread Kim Bale
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma :
> Hi Kim:
>
> Thank you!
>
> By now, I am using the olde version. And I will try more.
>
> Regards,
> Tian
>
>
>
> Kim Bale wrote:
>> Hi Tian,
>>
>> It did highlight some useful stuff. Unfortunately I won't get round to
>> fixing this immediately.
>>
>> However, if you want to use the version in the trunk you can probably
>> get round it by replacing the uniform booleans one by one with hard
>> coded values in the water shader for the options you want to enable
>> until it stop complaining. Obviously this is a temporary fix until I
>> get round to investigating further.
>>
>> K.
>>
>> 2009/11/26 Tian Ma <>:
>>
>> > Hi Kim:
>> >
>> > Thanks for your helpful work!
>> >
>> > Does the information inf file "ocean_output.txt" help?
>> >
>> > Regards,
>> > Tian
>> >
>> >
>> > Kim Bale wrote:
>> >
>> > > Hi Peter,
>> > >
>> > > Well this is really what the many weird and wonderful configurable
>> > > options are for in OceanScene, nearly every effect can be turned off
>> > > an on to suit the graphics card configuration. I think it's probably
>> > > better to do it this way, rather than grouping them together to give
>> > > the low,medium and high settings, as you can fine tune the rendering
>> > > to suit the available hardware.
>> > >
>> > > The core water shader itself isn't so expensive, it's largely the pre
>> > > render passes that bring down the frame rate and all of these can be
>> > > turned off and on as desired.
>> > >
>> > > (I think) the problem with Tians card at the moment is that the water
>> > > shader in the trunk has used up all the maximum number of uniforms
>> > > permitted on nvidia 7 series card which use a version of glsl that I'm
>> > > not 100% sure of. But I think this can be worked around, I just
>> > > haven't got round to it yet (plus it's quite hard to test without a
>> > > suitable card)
>> > >
>> > > K.
>> > >
>> > >
>> > > 2009/11/26 Peter Bear <>:
>> > >
>> > >
>> > > > Would it be possible to implement sort of a config option with 2 or 
>> > > > more shaders for multiple quality levels? This would allow for the use 
>> > > > of one shader if you have a more powerful card, or another shader for 
>> > > > an older card.
>> > > > Peter
>> > > >
>> > > > --
>> > > > Read this topic online here:
>> > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
>> > > >
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > ___
>> > > > osg-users mailing list
>> > > >
>> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > > >
>> > > >
>> > > >
>> > > ___
>> > > osg-users mailing list
>> > >
>> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > >
>> > >  --
>> > > Post generated by Mail2Forum
>> > >
>> >
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
>> >
>> >
>> >
>> >
>> >
>> > ___
>> > osg-users mailing list
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>> ___
>> osg-users mailing list
>>
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>  --
>> Post generated by Mail2Forum
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-29 Thread Tian Ma
Hi Kim:

I am so sorry to reply you so late. I went out last weekend.

I will try this today!

Regards,
Tian



Kim Bale wrote:
> Hi Tian,
> 
> Could you download and run this program for me:
> 
> http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
> 
> And then use the "Full XML Export" tool under the "Tools" tab and then
> send me the xml file please.
> 
> I need to know exactly what your card supports and I can't seem to
> find out from my searches.
> 
> Cheers.
> 
> Kim.
> 
> 
> 
> 2009/11/27 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > Thank you!
> > 
> > By now, I am using the olde version. And I will try more.
> > 
> > Regards,
> > Tian
> > 
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Tian,
> > > 
> > > It did highlight some useful stuff. Unfortunately I won't get round to
> > > fixing this immediately.
> > > 
> > > However, if you want to use the version in the trunk you can probably
> > > get round it by replacing the uniform booleans one by one with hard
> > > coded values in the water shader for the options you want to enable
> > > until it stop complaining. Obviously this is a temporary fix until I
> > > get round to investigating further.
> > > 
> > > K.
> > > 
> > > 2009/11/26 Tian Ma <>:
> > > 
> > > 
> > > > Hi Kim:
> > > > 
> > > > Thanks for your helpful work!
> > > > 
> > > > Does the information inf file "ocean_output.txt" help?
> > > > 
> > > > Regards,
> > > > Tian
> > > > 
> > > > 
> > > > Kim Bale wrote:
> > > > 
> > > > 
> > > > > Hi Peter,
> > > > > 
> > > > > Well this is really what the many weird and wonderful configurable
> > > > > options are for in OceanScene, nearly every effect can be turned off
> > > > > an on to suit the graphics card configuration. I think it's probably
> > > > > better to do it this way, rather than grouping them together to give
> > > > > the low,medium and high settings, as you can fine tune the rendering
> > > > > to suit the available hardware.
> > > > > 
> > > > > The core water shader itself isn't so expensive, it's largely the pre
> > > > > render passes that bring down the frame rate and all of these can be
> > > > > turned off and on as desired.
> > > > > 
> > > > > (I think) the problem with Tians card at the moment is that the water
> > > > > shader in the trunk has used up all the maximum number of uniforms
> > > > > permitted on nvidia 7 series card which use a version of glsl that I'm
> > > > > not 100% sure of. But I think this can be worked around, I just
> > > > > haven't got round to it yet (plus it's quite hard to test without a
> > > > > suitable card)
> > > > > 
> > > > > K.
> > > > > 
> > > > > 
> > > > > 2009/11/26 Peter Bear <>:
> > > > > 
> > > > > 
> > > > > 
> > > > > > Would it be possible to implement sort of a config option with 2 or 
> > > > > > more shaders for multiple quality levels? This would allow for the 
> > > > > > use of one shader if you have a more powerful card, or another 
> > > > > > shader for an older card.
> > > > > > Peter
> > > > > > 
> > > > > > --
> > > > > > Read this topic online here:
> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > ___
> > > > > > osg-users mailing list
> > > > > > 
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > > 
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > 
> > > > >  --
> > > > > Post generated by Mail2Forum
> > > > > 
> > > > > 
> > > > 
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
> > > > 
> > > > 
> > > ___
> > > osg-users mailing list
> > > 
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > 
> > >  --
> > > Post generated by Mail2Forum
> > > 
> > 
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
> > 
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
> ___
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
>  --
> Post generated by Mail2Forum


--
Read this topic online here:
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Re: [osg-users] [osgOcean] Wake effects?

2009-12-01 Thread Tian Ma
Hi Kim:

Does the information above help ?

My graphic card is a little old, rihgt? :)

Regards,
Tian



Kim Bale wrote:
> Hi Tian,
> 
> Could you download and run this program for me:
> 
> http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
> 
> And then use the "Full XML Export" tool under the "Tools" tab and then
> send me the xml file please.
> 
> I need to know exactly what your card supports and I can't seem to
> find out from my searches.
> 
> Cheers.
> 
> Kim.
> 
> 
> 
> 2009/11/27 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > Thank you!
> > 
> > By now, I am using the olde version. And I will try more.
> > 
> > Regards,
> > Tian
> > 
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Tian,
> > > 
> > > It did highlight some useful stuff. Unfortunately I won't get round to
> > > fixing this immediately.
> > > 
> > > However, if you want to use the version in the trunk you can probably
> > > get round it by replacing the uniform booleans one by one with hard
> > > coded values in the water shader for the options you want to enable
> > > until it stop complaining. Obviously this is a temporary fix until I
> > > get round to investigating further.
> > > 
> > > K.
> > > 
> > > 2009/11/26 Tian Ma <>:
> > > 
> > > 
> > > > Hi Kim:
> > > > 
> > > > Thanks for your helpful work!
> > > > 
> > > > Does the information inf file "ocean_output.txt" help?
> > > > 
> > > > Regards,
> > > > Tian
> > > > 
> > > > 
> > > > Kim Bale wrote:
> > > > 
> > > > 
> > > > > Hi Peter,
> > > > > 
> > > > > Well this is really what the many weird and wonderful configurable
> > > > > options are for in OceanScene, nearly every effect can be turned off
> > > > > an on to suit the graphics card configuration. I think it's probably
> > > > > better to do it this way, rather than grouping them together to give
> > > > > the low,medium and high settings, as you can fine tune the rendering
> > > > > to suit the available hardware.
> > > > > 
> > > > > The core water shader itself isn't so expensive, it's largely the pre
> > > > > render passes that bring down the frame rate and all of these can be
> > > > > turned off and on as desired.
> > > > > 
> > > > > (I think) the problem with Tians card at the moment is that the water
> > > > > shader in the trunk has used up all the maximum number of uniforms
> > > > > permitted on nvidia 7 series card which use a version of glsl that I'm
> > > > > not 100% sure of. But I think this can be worked around, I just
> > > > > haven't got round to it yet (plus it's quite hard to test without a
> > > > > suitable card)
> > > > > 
> > > > > K.
> > > > > 
> > > > > 
> > > > > 2009/11/26 Peter Bear <>:
> > > > > 
> > > > > 
> > > > > 
> > > > > > Would it be possible to implement sort of a config option with 2 or 
> > > > > > more shaders for multiple quality levels? This would allow for the 
> > > > > > use of one shader if you have a more powerful card, or another 
> > > > > > shader for an older card.
> > > > > > Peter
> > > > > > 
> > > > > > --
> > > > > > Read this topic online here:
> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > ___
> > > > > > osg-users mailing list
> > > > > > 
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > > 
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > 
> > > > >  --
> > > > > Post generated by Mail2Forum
> > > > > 
> > > > > 
> > > > 
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
> > > > 
> > > > 
> > > ___
> > > osg-users mailing list
> > > 
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > 
> > >  --
> > > Post generated by Mail2Forum
> > > 
> > 
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
> > 
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
> ___
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
>  --
> Post generated by Mail2Forum


--
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Re: [osg-users] [osgOcean] Wake effects?

2009-12-02 Thread Kim Bale
Hi Tian,

There's no file attached...

Kim.


2009/12/2 Tian Ma :
> Hi Kim:
>
> Does the information above help ?
>
> My graphic card is a little old, rihgt? :)
>
> Regards,
> Tian
>
>
>
> Kim Bale wrote:
>> Hi Tian,
>>
>> Could you download and run this program for me:
>>
>> http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
>>
>> And then use the "Full XML Export" tool under the "Tools" tab and then
>> send me the xml file please.
>>
>> I need to know exactly what your card supports and I can't seem to
>> find out from my searches.
>>
>> Cheers.
>>
>> Kim.
>>
>>
>>
>> 2009/11/27 Tian Ma <>:
>>
>> > Hi Kim:
>> >
>> > Thank you!
>> >
>> > By now, I am using the olde version. And I will try more.
>> >
>> > Regards,
>> > Tian
>> >
>> >
>> >
>> > Kim Bale wrote:
>> >
>> > > Hi Tian,
>> > >
>> > > It did highlight some useful stuff. Unfortunately I won't get round to
>> > > fixing this immediately.
>> > >
>> > > However, if you want to use the version in the trunk you can probably
>> > > get round it by replacing the uniform booleans one by one with hard
>> > > coded values in the water shader for the options you want to enable
>> > > until it stop complaining. Obviously this is a temporary fix until I
>> > > get round to investigating further.
>> > >
>> > > K.
>> > >
>> > > 2009/11/26 Tian Ma <>:
>> > >
>> > >
>> > > > Hi Kim:
>> > > >
>> > > > Thanks for your helpful work!
>> > > >
>> > > > Does the information inf file "ocean_output.txt" help?
>> > > >
>> > > > Regards,
>> > > > Tian
>> > > >
>> > > >
>> > > > Kim Bale wrote:
>> > > >
>> > > >
>> > > > > Hi Peter,
>> > > > >
>> > > > > Well this is really what the many weird and wonderful configurable
>> > > > > options are for in OceanScene, nearly every effect can be turned off
>> > > > > an on to suit the graphics card configuration. I think it's probably
>> > > > > better to do it this way, rather than grouping them together to give
>> > > > > the low,medium and high settings, as you can fine tune the rendering
>> > > > > to suit the available hardware.
>> > > > >
>> > > > > The core water shader itself isn't so expensive, it's largely the pre
>> > > > > render passes that bring down the frame rate and all of these can be
>> > > > > turned off and on as desired.
>> > > > >
>> > > > > (I think) the problem with Tians card at the moment is that the water
>> > > > > shader in the trunk has used up all the maximum number of uniforms
>> > > > > permitted on nvidia 7 series card which use a version of glsl that 
>> > > > > I'm
>> > > > > not 100% sure of. But I think this can be worked around, I just
>> > > > > haven't got round to it yet (plus it's quite hard to test without a
>> > > > > suitable card)
>> > > > >
>> > > > > K.
>> > > > >
>> > > > >
>> > > > > 2009/11/26 Peter Bear <>:
>> > > > >
>> > > > >
>> > > > >
>> > > > > > Would it be possible to implement sort of a config option with 2 
>> > > > > > or more shaders for multiple quality levels? This would allow for 
>> > > > > > the use of one shader if you have a more powerful card, or another 
>> > > > > > shader for an older card.
>> > > > > > Peter
>> > > > > >
>> > > > > > --
>> > > > > > Read this topic online here:
>> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
>> > > > > >
>> > > > > >
>> > > > > >
>> > > > > >
>> > > > > >
>> > > > > > ___
>> > > > > > osg-users mailing list
>> > > > > >
>> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > > > > >
>> > > > > >
>> > > > > >
>> > > > > >
>> > > > > ___
>> > > > > osg-users mailing list
>> > > > >
>> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > > > >
>> > > > >  --
>> > > > > Post generated by Mail2Forum
>> > > > >
>> > > > >
>> > > >
>> > > >
>> > > > --
>> > > > Read this topic online here:
>> > > > http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
>> > > >
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > ___
>> > > > osg-users mailing list
>> > > >
>> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > > >
>> > > >
>> > > >
>> > > ___
>> > > osg-users mailing list
>> > >
>> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> > >
>> > >  --
>> > > Post generated by Mail2Forum
>> > >
>> >
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=20461#20461
>> >
>> >
>> >
>> >
>> >
>> > ___
>> > osg-users mailing list
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>> ___
>> osg-users mailing list
>>
>> http://lists.ope

Re: [osg-users] [osgOcean] Wake effects?

2009-12-02 Thread Tian Ma
here it is.


Kim Bale wrote:
> Hi Tian,
> 
> There's no file attached...
> 
> Kim.
> 
> 
> 2009/12/2 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > Does the information above help ?
> > 
> > My graphic card is a little old, rihgt? :)
> > 
> > Regards,
> > Tian
> > 
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Tian,
> > > 
> > > Could you download and run this program for me:
> > > 
> > > http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
> > > 
> > > And then use the "Full XML Export" tool under the "Tools" tab and then
> > > send me the xml file please.
> > > 
> > > I need to know exactly what your card supports and I can't seem to
> > > find out from my searches.
> > > 
> > > Cheers.
> > > 
> > > Kim.
> > > 
> > > 
> > > 
> > > 2009/11/27 Tian Ma <>:
> > > 
> > > 
> > > > Hi Kim:
> > > > 
> > > > Thank you!
> > > > 
> > > > By now, I am using the olde version. And I will try more.
> > > > 
> > > > Regards,
> > > > Tian
> > > > 
> > > > 
> > > > 
> > > > Kim Bale wrote:
> > > > 
> > > > 
> > > > > Hi Tian,
> > > > > 
> > > > > It did highlight some useful stuff. Unfortunately I won't get round to
> > > > > fixing this immediately.
> > > > > 
> > > > > However, if you want to use the version in the trunk you can probably
> > > > > get round it by replacing the uniform booleans one by one with hard
> > > > > coded values in the water shader for the options you want to enable
> > > > > until it stop complaining. Obviously this is a temporary fix until I
> > > > > get round to investigating further.
> > > > > 
> > > > > K.
> > > > > 
> > > > > 2009/11/26 Tian Ma <>:
> > > > > 
> > > > > 
> > > > > 
> > > > > > Hi Kim:
> > > > > > 
> > > > > > Thanks for your helpful work!
> > > > > > 
> > > > > > Does the information inf file "ocean_output.txt" help?
> > > > > > 
> > > > > > Regards,
> > > > > > Tian
> > > > > > 
> > > > > > 
> > > > > > Kim Bale wrote:
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > > Hi Peter,
> > > > > > > 
> > > > > > > Well this is really what the many weird and wonderful configurable
> > > > > > > options are for in OceanScene, nearly every effect can be turned 
> > > > > > > off
> > > > > > > an on to suit the graphics card configuration. I think it's 
> > > > > > > probably
> > > > > > > better to do it this way, rather than grouping them together to 
> > > > > > > give
> > > > > > > the low,medium and high settings, as you can fine tune the 
> > > > > > > rendering
> > > > > > > to suit the available hardware.
> > > > > > > 
> > > > > > > The core water shader itself isn't so expensive, it's largely the 
> > > > > > > pre
> > > > > > > render passes that bring down the frame rate and all of these can 
> > > > > > > be
> > > > > > > turned off and on as desired.
> > > > > > > 
> > > > > > > (I think) the problem with Tians card at the moment is that the 
> > > > > > > water
> > > > > > > shader in the trunk has used up all the maximum number of uniforms
> > > > > > > permitted on nvidia 7 series card which use a version of glsl 
> > > > > > > that I'm
> > > > > > > not 100% sure of. But I think this can be worked around, I just
> > > > > > > haven't got round to it yet (plus it's quite hard to test without 
> > > > > > > a
> > > > > > > suitable card)
> > > > > > > 
> > > > > > > K.
> > > > > > > 
> > > > > > > 
> > > > > > > 2009/11/26 Peter Bear <>:
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > > Would it be possible to implement sort of a config option with 
> > > > > > > > 2 or more shaders for multiple quality levels? This would allow 
> > > > > > > > for the use of one shader if you have a more powerful card, or 
> > > > > > > > another shader for an older card.
> > > > > > > > Peter
> > > > > > > > 
> > > > > > > > --
> > > > > > > > Read this topic online here:
> > > > > > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > ___
> > > > > > > > osg-users mailing list
> > > > > > > > 
> > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > ___
> > > > > > > osg-users mailing list
> > > > > > > 
> > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > > 
> > > > > > >  --
> > > > > > > Post generated by Mail2Forum
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > 
> > > > > > 
> > > > > > --
> > > > > > Read this topic online here:
> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=20410#20410
> > > > > > 
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> > > > > > http://lists.opensceneg

Re: [osg-users] [osgOcean] Wake effects?

2010-12-09 Thread Shen Qing
hi,
  i get the same question about this.would you get a good solution ?

ErikJohnson wrote:
> 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


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Re: [osg-users] [osgOcean] Wake effects?

2014-10-27 Thread Dario Minieri
Hi,

I'm bringing back this thread up also after 2 years. Did anyone get any success 
about the wake effect? I'm working around foam+shoreline without any 
interesting results at moment 


Thank you!

Cheers,
Dario

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Re: [osg-users] [osgOcean] Wake effects?

2012-10-10 Thread Jean-Charles Quillet
Hi,

I'm bringing back this thread up. Did anyone get any success about this wake 
effect ?
Thanks for any hint,

Jean-Charles

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