Hi Umit, No I think it is a straight forward fact that glsl <1.2 doesn't support uniform ints. Can't say that for certain though as I haven't checked.
The uLightID value is defined in the OceanExample code so it's pretty much fixed unless you've tinkered with it. If you wish to use a differant light source, just change the number in the gl_LightSource code in the fragment and vertex shaders. It's not an elegant fix but I'll look into a way of fixing it. Regards, Kim. -----Original Message----- From: [email protected] on behalf of Ümit Uzun Sent: Thu 07/05/2009 11:05 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release 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/ > > _______________________________________________ > > 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 > > > > > ***************************************************************************************** > 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
<<winmail.dat>>
***************************************************************************************** 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

