Hi Robert, >Is there any chance that we'd be able to get osgOcean working on geocentric databases? It'd be very cool to be able zoom down from space to the sea. As I don't know a lot about geocentric databases it would be hard for me to say. But the potential for animated oceans on very large terrain datasets would be very exciting. For very large expanses of ocean the problem I forsee is the time it takes to update the vertices and primitive sets. However, since the FFT technique is tileable it would be possible to only update 1 tile and then translate them into position using a shader. This would rule out any surface interactions, but for this type of application they probably wouldn't be necessary. I'll add it to the list of things to look at. >Is there are plans for following water like in rivers? For the moment rivers are out of the scope of the project as I think this would require a totally differant approach. The problem is that I'm torn between what I'd like to do and what I'm bound by contract to open source. So for the moment I'm concentrating on getting the code out to keep the reviewers happy, then once I'm done with that I'll do some research into the many suggestions that have been posted here. >Sorry for the all the awkward questions, this stuff is just too pretty not to want to put it everywhere :-) Not at all. I'm extremely happy that it has been so well recieved. Regards, Kim. ________________________________
From: [email protected] on behalf of Robert Osfield Sent: Fri 08/05/2009 19:56 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release Hi Kim, On Fri, May 8, 2009 at 5:58 PM, Kim C Bale <[email protected]> wrote: > Hi Robert, > > You need to download the resource pack from the downloads sections and drop > the textures into the resource directory before you hit install. I seperated > them as I didn't want them to get versioned. But everyone seems to be > tripping up on that one so perhaps I should include them by default. Ack... case of me not doing any background reading... Sorry about that. > I get the same 'invalid operation' error on an nVidia, I just haven't located > the source yet :) still working on it. If you up the OpenGL error checking in osg::State to per StateAttribute you might get a more precise location of the error. After realize you could just do the following on all the viewers graphics windows: graphicswindow->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE); > It's possible the choppy frame rate is caused by the update callback when it > updates the primitives and vertices on a resolution change. If you turn on > stats you can see the update callback pinging up when theres a change. I > hadn't thought about this actually, on my machine it's barely noticeable. I > think i may need to thread the update to prevent the frame being delayed. I had the KDE desktop compositor enabled during my earlier tests. I tested just now with the desktop compositor off and got a solid 75Hz so it does look like it's the ATI driver/KWin compositor not working smoothly. So it does look this is a non issue. Is there any chance that we'd be able to get osgOcean working on geocentric databases? It'd be very cool to be able zoom down from space to the sea. Is there are plans for following water like in rivers? Sorry for the all the awkward questions, this stuff is just too pretty not to want to put it everywhere :-) Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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