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/
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