Kim,
OK, I upgraded the driver to the latest version (185.85) and have made some progress.

It now works at any resolution in 32 bit color, but with some "shimmering" black pixels where the sky meets the ocean. Kind of like you get if you had a bad DVI cable going to your monitor.

At 16 bit color, I can get it to work if I toggle off "glare". I still get the FBO setup errors, but it seems to look ok, and the out of memory errors are gone.

So I guess I'll chalk it up to drivers, I'll keep checking for newer ones. Thanks for the suggestions.

Martins

Kim C Bale wrote:
Hi Martins, Sorry, little hasty with the send button there. This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem. I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it. Perhaps J-S has some ideas on this one. In the mean time you should be able to disable all the effects that use FBOs with the following keys. r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards, Kim.

________________________________

From: [email protected] on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
        I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
   . Loading cubemaps: 0.212617s
   . Generating ocean surface: 2.43048e-005s
   . Creating ocean scene: 0.000286629s
   . Loading islands: 0.0594939s
   . Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
   . Loading cubemaps: 0.213689s
   . Generating ocean surface: 1.89968e-005s
   . Creating ocean scene: 0.000278248s
   . Loading islands: 0.0593453s
   . Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup?  I'm not familiar with their use at all.

Thanks

Martins

Kim C Bale 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.




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