Hello all,
 
 
Many moons ago I emailed the list to announce my intentions of releasing an 
ocean rendering library for the OSG. Well after many delays and things getting 
in the way i've put some code up for your perusal.
 
http://code.google.com/p/osgocean/
 
At the moment i have only put the surface simulation and ocean rendering code 
online there is more to follow. But I wanted to get this out as a point for 
discussion.
 
It uses a precomputed FFT ocean simulation combined with a geomipmapping lod 
algorithm. This has obvious limitations as the ocean surface is of a fixed 
size, but I'm afraid I don't have time at the moment to come up with something 
slicker. The FFT technique can be used in conjunction with a geoclipmap 
approach which I think would allow for an endless ocean and would be more 
usable, so if anyone wants to pitch in with that get in touch as it would be 
valuable addition and quite easy to slot in.
 
One of the big problems with the design is turning parts of the shader on and 
off. I've used boolean uniforms for this, but it's messy. Ideally it would be 
more effecient either to dynamically generate the shader or insert #defines to 
include or block out bits of code. I suspect the latter would be the easiest to 
implement but i noticed Hydrax chooses to create them on the fly. I'd love to 
hear from the more experience OSG programmers about this, as I anticipate that 
this aspect will get rather complicated quite quickly. 
 
I remember there was quite a lot of interest in collaborating, if the will is 
still there get in touch either by email or here and we'll chat about where we 
can take it.
 
 
So have a play and let me know what you think!
 
 
Regards,
 
 
Kim.
 
 
 
 
 
 
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