Hello Kim,
So, I was wondering what would be the best way to go about this. The
code comprises of a range of effects such as god-rays, particle systems
for floating particulate matter, seabed silt and bubbles, many shader
effects (single and multipass) and an FFT ocean simulation.
I'm very curious about your work and your screenshots look great. I'm
wondering, could you give a more detailed feature list (effects
supported both below and above the ocean surface, etc.).
In particular, do the waves on the ocean react to objects on the surface
(boats etc.)? Do you simulate breaking waves (or whitecaps) in a
realistic fashion? Is the shoreline rendered realistically? Is the wave
motion just a direction or can it be affected by objects, wind, etc.?
(as you can see, I'm most interested in top-sea rendering, and your list
above contains most of the items I would look for below the surface...)
Also, does this all work properly in multi-monitor / multi-camera /
multi-view setups? (I see the little inset camera you have in the second
shot, so I assume yes. How is the performance?
Thanks in advance,
J-S
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______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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