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Wake effects?

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ErikJohnson
Newbie


Joined: 18 Nov 2009
Posts: 6

PostPosted: Wed Nov 18, 2009 10:53 pm    Post subject:
Wake effects?
Reply with quote

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. Smile

Thanks for any suggestions,
Erik
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Kim Bale
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PostPosted: Fri Nov 20, 2009 4:27 pm    Post subject:
Wake effects?
Reply with quote

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 <>:
Quote:
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 <>:
Quote:
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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http://forum.openscenegraph.org/viewtopic.php?p=19849#19849










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Kim Bale
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PostPosted: Fri Nov 20, 2009 4:28 pm    Post subject:
Wake effects?
Reply with quote

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 <>:
Quote:
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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http://forum.openscenegraph.org/viewtopic.php?p=19849#19849









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ErikJohnson
Newbie


Joined: 18 Nov 2009
Posts: 6

PostPosted: Fri Nov 20, 2009 5:01 pm    Post subject:
Re: Wake effects?
Reply with quote

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? Wink

K.



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Skylark (Jean-Sébastien Guay)
Professional


Joined: 05 Jan 2009
Posts: 2249

PostPosted: Fri Nov 20, 2009 6:35 pm    Post subject:
Wake effects?
Reply with quote

Hi Kim,

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

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
--
______________________________________________________
Jean-Sebastien Guay
http://www.cm-labs.com/
http://whitestar02.webhop.org/


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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Sat Nov 21, 2009 2:55 am    Post subject:
Re: Wake effects?
Reply with quote

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 <>:
Quote:
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.  Smile

Thanks for any suggestions,
Erik

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849









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Skylark (Jean-Sébastien Guay)
Professional


Joined: 05 Jan 2009
Posts: 2249

PostPosted: Sat Nov 21, 2009 5:03 am    Post subject:
Wake effects?
Reply with quote

Hello Tian Ma,

Quote:
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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Buganini
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PostPosted: Sat Nov 21, 2009 7:19 am    Post subject:
Wake effects?
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Does same problem also occur for cliff straightly down to deep sea bed ?


--Buganini


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Skylark (Jean-Sébastien Guay)
Professional


Joined: 05 Jan 2009
Posts: 2249

PostPosted: Sat Nov 21, 2009 7:16 pm    Post subject:
Wake effects?
Reply with quote

Hi Buganini,

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

Possibly, I don't know.

J-S
--
______________________________________________________
Jean-Sebastien Guay
http://www.cm-labs.com/
http://whitestar02.webhop.org/


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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Sun Nov 22, 2009 4:14 am    Post subject:
Re: Wake effects?
Reply with quote

Hi J-S:

I think I have to understand the source code first! Smile

Cheers,
MT


Skylark wrote:
Hello Tian Ma,

Quote:
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? Smile

J-S
--
______________________________________________________
Jean-Sebastien Guay
http://www.cm-labs.com/
http://whitestar02.webhop.org/


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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Tue Nov 24, 2009 1:59 am    Post subject:
Re: Wake effects?
Reply with quote

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 <>:
Quote:
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.  Smile

Thanks for any suggestions,
Erik

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19849#19849









------------------
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Kim Bale
Guest





PostPosted: Tue Nov 24, 2009 11:35 am    Post subject:
Wake effects?
Reply with quote

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 <>:
Quote:
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:
Quote:
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 <>:

Quote:
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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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Tue Nov 24, 2009 12:03 pm    Post subject:
Re: Wake effects?
Reply with quote

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 <>:
Quote:
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:
Quote:
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 <>:

Quote:
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.  Smile

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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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Wed Nov 25, 2009 2:58 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:

My graphics card is 'NVIDIA GeForce 7300 LE'.

http://www.nvidia.cn/page/geforce_7300.html

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

And since r182 to 185, the error emerged.

I have turned the notifylevel to INFO in example code, but the information is the same. Anything wrong with my operation?


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 <>:
Quote:
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:
Quote:
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 <>:

Quote:
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.  Smile

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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Kim Bale
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PostPosted: Wed Nov 25, 2009 9:24 am    Post subject:
Wake effects?
Reply with quote

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 <>:
Quote:
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:
Quote:
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 <>:

Quote:
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:

Quote:
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 <>:


Quote:
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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