triton problem with osgearth3.2

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cxh860315 cxh860315
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triton problem with osgearth3.2

Dear everyone´╝îi try to test the trion function on the osgearth 3.2. I get the error info.





the environmet of my test is win10 visual studio 2017  osg3.6.5 osgearth 3.2 64. triton version is 4.37.

I do not know how to solve this problem. hoping for your help. thank you very much.
gwaldron gwaldron
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Re: triton problem with osgearth3.2

Make sure that you
- incorporate the shaders from "src\osgEarthTriton\Shaders" into Triton
- run with the "--logdepth2" command line switch.

Good luck!
Glenn Waldron / Pelican Mapping
cxh860315 cxh860315
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Re: triton problem with osgearth3.2

Thank you very much for your quick reply. I copy the shader files into the resources folder of the triton, the add the --logdepth2 command line . get the new error information. now the ocean can not be seen.

cxh860315 cxh860315
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Re: triton problem with osgearth3.2

get the same error information using osgearth_triton demo.

cxh860315 cxh860315
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Re: triton problem with osgearth3.2

In reply to this post by gwaldron
i edit Triton's resources/Triton.config file, and change the enable-debug-messages and enable-debug-alert-messages settings to yes. run the osgearth_triton and get the error information.





cxh860315 cxh860315
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Re: triton problem with osgearth3.2

In reply to this post by gwaldron
Thank you very much for your reply. I found the problem about the shader.  

the user-vert-functions.glsl coming from osgearth folder can not be right complier.

 inverse(trit_projection);

I change it

mat4 inverse_test(mat4 m) {
  float
      a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
      a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
      a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
      a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],

      b00 = a00 * a11 - a01 * a10,
      b01 = a00 * a12 - a02 * a10,
      b02 = a00 * a13 - a03 * a10,
      b03 = a01 * a12 - a02 * a11,
      b04 = a01 * a13 - a03 * a11,
      b05 = a02 * a13 - a03 * a12,
      b06 = a20 * a31 - a21 * a30,
      b07 = a20 * a32 - a22 * a30,
      b08 = a20 * a33 - a23 * a30,
      b09 = a21 * a32 - a22 * a31,
      b10 = a21 * a33 - a23 * a31,
      b11 = a22 * a33 - a23 * a32,

      det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

  return mat4(
      a11 * b11 - a12 * b10 + a13 * b09,
      a02 * b10 - a01 * b11 - a03 * b09,
      a31 * b05 - a32 * b04 + a33 * b03,
      a22 * b04 - a21 * b05 - a23 * b03,
      a12 * b08 - a10 * b11 - a13 * b07,
      a00 * b11 - a02 * b08 + a03 * b07,
      a32 * b02 - a30 * b05 - a33 * b01,
      a20 * b05 - a22 * b02 + a23 * b01,
      a10 * b10 - a11 * b08 + a13 * b06,
      a01 * b08 - a00 * b10 - a03 * b06,
      a30 * b04 - a31 * b02 + a33 * b00,
      a21 * b02 - a20 * b04 - a23 * b00,
      a11 * b07 - a10 * b09 - a12 * b06,
      a00 * b09 - a01 * b07 + a02 * b06,
      a31 * b01 - a30 * b03 - a32 * b00,
      a20 * b03 - a21 * b01 + a22 * b00) / det;
}

now i can see the ocean.