Hello hello I'm back!

>Yes, so perhaps as a first step hiding the transform and just giving access to 
>s/getHeight() would be safer. If >OceanTechnique subclasses from 
>MatrixTransform, then people will think they can position it by calling 
>>oceanTechnique->setMatrix(), which might lead to problems as you say.

Yes that sounds perfectly reasonable, although you'll still have to
update the bounds calculation in updateMipmaps. Just one variable
though.

> The problem with the offset to _startPos is that for it to take effect,
> you'll have to regenerate the geometry, am I right? Whereas with a transform
> (perhaps limiting it to z offset as discussed above) the change would be
> instantaneous and not change anything in the geometry.

Yes that's right, like I say I didn't think it was the best way to
proceed rather one for a quick solution.

Will hopefully be back on dev soon.

Regards,

Kim.

2009/7/23 Jean-Sébastien Guay <[email protected]>:
> Hi Kim,
>
>> Adding in a transform between OceanScene and OceanTechnique would be
>> ok, aslong as it's just a translation on the z axis. Any other
>> transformations (scaling x/y trans, rotations) would cause problems
>> with the mipmap level calculations and the tracking of the sea
>> relative to the camera position.
>
> Yes, so perhaps as a first step hiding the transform and just giving access
> to s/getHeight() would be safer. If OceanTechnique subclasses from
> MatrixTransform, then people will think they can position it by calling
> oceanTechnique->setMatrix(), which might lead to problems as you say.
>
>
>> Alternatively a quick hack would be add an offset to the _startPos
>> variable in FFTOceanSurface, or even make it a member variable of the
>> base class. That way you could position the ocean surface at any point
>> on the x,y,z and *i think* it would all still work. However, I think
>> perhaps adding in support for matrix transforms is a more desirable
>> solution.
>
> The problem with the offset to _startPos is that for it to take effect,
> you'll have to regenerate the geometry, am I right? Whereas with a transform
> (perhaps limiting it to z offset as discussed above) the change would be
> instantaneous and not change anything in the geometry.
>
>> I apologise for the vague answer but I don't have time at the moment
>> to dig around and test out how it would be done best.
>
> You call that vague? I thought it was pretty darn detailed! :-)
>
> Thanks,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [email protected]
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
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