Around line 64 of FFTOceanSurface, this line: Code: _numLevels ( (unsigned int) ( log( (float)_tileSize) / log(2.f) )+1),
should really be: Code: _numLevels ( (unsigned int) ),rint( log( (float)_tileSize) / log(2.f) )+1, I was seeing _numLevels not being calculate correctly unless this change was made. Also, around line 1079, computeNoiseCoords is declared as: Code: osg::Vec3f FFTOceanSurface::computeNoiseCoords(float noiseSize, const osg::Vec2f& movement, float speed, float time ) where time is declared as a float but this is how it is used (around line 452-453): Code: computeNoiseCoords( 8.f, osg::Vec2f(-4.f, 2.f), 1.f, time ) where time is declared as: Code: static double time = 0.0; The "time" value seems to be a very big floating point number which has been derived from osg::Timer. This is causing "time" to be cast from a double to float thereby dropping precision and therefore causing the noise parameters to not be changed. With all this said, where is the best place to go for documentation on the wave model being used for osgOcean? For example, what is the purpose of "attempting" to change these noise coordinates each frame? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22299#22299 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

