Hi Kim;

Thanks for your help but I think when you attach the water vertex and
fragment shadr you had made a mistake and you attached two of them in vertex
there is no fragment shader.

Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough. I am
trying to update to 3.0. Now previous Error gone away but now application
send fragment shader not supported as you can see from command screen;
------------------------------------------------------------------------
glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) failed to link,  vertex shader(s) linked.
Fragment Shader not supported by HW
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
------------------------------------------------------------------------

Could you attach water.f please? :)

Best regards and Thanks.

2009/5/7 Kim C Bale <[email protected]>

> 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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-- 
Ümit Uzun
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