Hi Kim;

Thanks so much. It works like a charm :D At last I able to see water surface
by errorless running. I have looked for uLightID and I think while program
is on it send different value from 0.

Or Is there a different problem than I was expected which is related about
light ID?

Best Regards.

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

> See attached.
>
> Kim.
>
>
>
> -----Original Message-----
> From: [email protected] on behalf of Ümit Uzun
> Sent: Thu 07/05/2009 10:04
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgOcean release
>
> 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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> >
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> >
> >
> >
> >
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>
>
> --
> Ümit Uzun
>
>
>
>
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-- 
Ümit Uzun
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