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/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Ümit Uzun
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