David,J-S,Art,
Yes this the direction I envisaged for it, I attempted to pull out some common variables into an OceanTechnique base class, but as you can see in the code, that all went a bit pear shaped as I didn't really know how the others were going to be implemented.. The CUDA implementation is certainly something to look at but should be seen as an alternative rather than a main route as it excludes people with lesser graphics cards and, dare I say, it the ATI contingent. There's a nice video here if people are interested. http://www.youtube.com/watch?v=K1I4kts5mqc K. -----Original Message----- From: [email protected] on behalf of Jean-Sébastien Guay Sent: Wed 06/05/2009 20:07 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release Hi David, > I would suggest that an all GPU FFT would just be one in a selection of > possible ocean surface techniques. An architecture that supports many > such techniques would be a good goal for this kind of project ! I totally agree. I'll be looking into how feasible this is, not just for offloading surface generation to the GPU, but in general for allowing selecting the surface generation technique from a list of possible techniques with different tradeoffs. As soon as there's a non-GPL alternative integrated instead of FFTW, I can start working on that. J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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