Problem with projection matrix while rendering fluid as mesh

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.

betajaen

08-08-2007 10:54:21

I've never sucessfully got it working. I've managed to render "something", but since I'm not fantastic with creating dynamic meshes, I don't know if it's me or wrong parameters given to PhysX, besides Ageia dropped support for it in 2.7.2.

However since you've got a step further than me, perhaps you'd like to contribute your mesh fluid code to NxOgre, at least somebody may be able to fix it. ;)

IDunnoButchieInstead

09-08-2007 18:23:47

Thanks for the quick response. I saw that the implicit meshes are deprecated in the new SDK. I just needed something working fairly quickly and thought that it would serve until I come up with a better solution.

I would like to contribute my source to NxOgre. However, the wrapper classes I've implemented so far are a part of a larger project. We are developing a full-scale game engine using mostly open source components, and the code I've written isn't really mine to give. In the long run, though, we may open our engine to the open source community, so it may surface eventually.

betajaen

09-08-2007 18:36:21

Of course.

Perhaps once you have a spare ten minutes or so, you can point out my error in the fluid mesh code I wrote, I'm sure many here will love to have some fluids in their applications if it's deprecated or not. ;)