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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