Re: [osg-users] reflection on mesh texture

2018-11-09 Thread Glenn Waldron
Vinicius, That looks like texture aliasing. Enable mipmapping by setting a minification filter like so: texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); Good luck. Glenn Waldron / osgEarth On

Re: [osg-users] reflection on mesh texture

2018-11-09 Thread Alberto Luaces
"Vinicius Nonnenmacher" writes: > Hi, > > I am trying to understand what are these 'wavy' effect. It changes > depending on the camera position. Is it my texture that is beeing > replicated for every triangle on the terrain mesh ? or the material > attached to it ? Hi Vinicius, I think it is a te

[osg-users] reflection on mesh texture

2018-11-06 Thread Vinicius Nonnenmacher
Hi, I am trying to understand what are these 'wavy' effect. It changes depending on the camera position. Is it my texture that is beeing replicated for every triangle on the terrain mesh ? or the material attached to it ? Thank you! Cheers, Vinicius -- Read this topic onlin

Re: [osg-users] reflection / refraction clip plane

2013-09-18 Thread Daniel Schmid
Hi all I was unsuccesful with the ClipPlanes, so I decided to write a Vertex/Fragment Shader pair that handles the clipping by doing a fragment abort upon testing the vertex world height with a clipping height uniform. Like this I was finally able get the control I wanted. Thank you! Cheers,

Re: [osg-users] reflection / refraction clip plane

2013-09-18 Thread Marcel Pursche
Hello Daniel, what kind of graphics card are you using? ATI/AMD? And are you using a vertex shader for your terrain? I had a similiar problem with reflections in osgOcean. The solution was to add the line "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;" to my vertex shader. On nVidia cards this

Re: [osg-users] reflection / refraction clip plane

2013-09-18 Thread Robert Osfield
Hi Daniel, I'm afraid I don't have any ideas to what might be amiss. In terms of clip plans/position state and how many clip planes you can have active at any one time, I can provide some clarity. For each osg::Camera that isn't set up as a nested render the OSG's rendering backend sets up a Ren

Re: [osg-users] reflection / refraction clip plane

2013-09-17 Thread Daniel Schmid
Hi all Here comes my follow up. As you can see in the code snipped above, the clipping plane of the refraction camera is looking in the opposite direction. Since the clipping is done on the graphics card, and the primitives are still in world coordinates, the refraction clipping plane has to b

Re: [osg-users] Reflection cube map with shader

2013-03-27 Thread Sergey Polischuk
in vertex shader add line ReflectDir = (osg_ViewMatrixInverse * vec4(ReflectDir,0)).xyz; after ReflectDir = reflect(eyeDir, normal); 27.03.2013, 20:27, "Andrea Martini" : > Hi hybr(), > thank you. Now it works! > > I have to change something to update the reflected image on camera

Re: [osg-users] Reflection cube map with shader

2013-03-27 Thread Andrea Martini
Hi hybr(), thank you. Now it works! I have to change something to update the reflected image on camera moving ... i have to check. Thank you again. Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53349#53349

Re: [osg-users] Reflection cube map with shader

2013-03-27 Thread Sergey Polischuk
Hi environment->set(cubemap.get()); should be environment->set(int(unit)); Cheers 27.03.2013, 18:45, "Andrea Martini" : > Hi, > i'm trying to apply a reflection effect on a sphere, using a cube map. > I'm using as vertex shader dthe following : > > Code: > > #version 400 compatibili

[osg-users] Reflection

2008-03-30 Thread Guy
Hello all, I'm trying to implement reflection from object faces. I looked at the osgprerendercubemap example, and when I change the reflector to anything but the sphere, the reflection doesn't seem realistic. Is there anyway besides ray tracing to implement that? How does cube map work? Thank