Nevermind, I made it compile. It looks nice (see attached image) and is fast for a real time ocean simulation.
But apparently it doesn't find the instaled resources, neither in the bin directory (instaled there by default) nor in the OSG data directory (where osgDB find things). Only finds them if I run it from the source directory. I got these output in the console: Building scene... . Loading cubemaps: 0.321772s . Generating ocean surface: 0.000128s . Creating ocean scene: 0.001092s . Loading islands: cannot change type of Shader cannot change type of Shader 0.08298s . Setting up lighting: 7.6e-05s complete. Time Taken: 0.406433s Why it cannot change type of Shader? I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV Quadro FX 1700. Regards, Alejandro On Mon, Jun 15, 2009 at 5:53 PM, Alejandro Aguilar Sierra<[email protected]> wrote: > Hi Kim, > > Great news, congratulations! > > To compile, is there a way to avoid using the debug libraries of > openthreads, fftw and osgviewer? > > Regards, > > Alejandro > > > On Mon, Jun 15, 2009 at 5:02 PM, Kim C Bale<[email protected]> wrote: >> Hi all, >> >> After much clawing and gnashing of teeth I've tagged version 1.0 of >> osgOcean. >> >> http://code.google.com/p/osgocean/ >> >> Feature list: >> >> - FFT ocean simulation model and rendering >> - Foam caps >> - Refraction/Reflection Passes >> - God Rays >> - Surface glare >> - Underwater depth of field >> - Underwater/above water fogging >> - Simulated light absorption and scattering >> - Silt effects >> - Screen distortion effects >> - Choice of FFT library dependancy >> >> Possibly the most important change is that the library is now held under a >> LGPL license. >> >> The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for >> the FFT library dependancy which resolves the license issue. FFTW is the >> faster option, but the differance if fairly negliable within the context >> that it's used. >> >> The library now searches for it's resource dependancies using the osgDB >> registry so they're not bound to a specific path. >> >> I've also included a fix for the shader bug on 7 series nVidia cards which >> caused an error when indexing arrays using uniform variables. >> >> The example application now supports real-time changes to the ocean surface >> and effects so you can have a play with the settings to see what they do. >> >> A lot of the work has been submitted by Jean-Sebastian. If anybody else >> would like to contribute do get in touch. Many hands make light work and all >> that ;) >> >> For those of you that suggested features/enhancement that aren't in this >> release, don't worry I haven't forgotten about them, they're still on my >> list of things to do. >> >> >> Regards, >> >> >> Kim. >> >> >> ***************************************************************************************** >> 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 >> >> >
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