IDunnoButchieInstead
08-08-2007 10:14:47
Hello,
For the project I am currently working on I need to render a fluid system as a mesh. I have implemented several wrapper components to bridge the gap between Ageia and Ogre, among them a wrapper for the NxImplicitScreenMesh object, and have successfully tested them using straight OpenGL to do the rendering. However, as I try to integrate these objects into my simulation environment, which uses Ogre for rendering, I have a problem rendering a fluid with the same settings as my test environment. While the mesh rendered in Ogre behaves fluid-like it doesn't visually resemble the results I got using OpenGL.
Though I realize that the integration may have introduced this problem, I have been able to successfully render fluid systems by means other than the mesh, and it seems like the problem stems from the projection matrix that I give to the mesh object (that is supplied from the Ogre camera object).
Since, in looking through old posts on this forum and also through the NxOgre 0.9-33 source code, it seems like the author may be having a similar problem, I merely wanted to ask if anybody has any ideas about what could cause this? Any help would be greatly appreciated.
For the project I am currently working on I need to render a fluid system as a mesh. I have implemented several wrapper components to bridge the gap between Ageia and Ogre, among them a wrapper for the NxImplicitScreenMesh object, and have successfully tested them using straight OpenGL to do the rendering. However, as I try to integrate these objects into my simulation environment, which uses Ogre for rendering, I have a problem rendering a fluid with the same settings as my test environment. While the mesh rendered in Ogre behaves fluid-like it doesn't visually resemble the results I got using OpenGL.
Though I realize that the integration may have introduced this problem, I have been able to successfully render fluid systems by means other than the mesh, and it seems like the problem stems from the projection matrix that I give to the mesh object (that is supplied from the Ogre camera object).
Since, in looking through old posts on this forum and also through the NxOgre 0.9-33 source code, it seems like the author may be having a similar problem, I merely wanted to ask if anybody has any ideas about what could cause this? Any help would be greatly appreciated.