I'm running osgOcean and I'm only interested into ocean surface effects (the 
geometry in particular). I also have a hard time limit on each frame time. 
However, with osgOcean, I'm seeing some large spikes in processing time that 
are causing me problems.

In particular, I'm seeing the FFTOceanSurface::computeVertices routine (called 
every 50ms) taking around 17-25ms per call and 
FFTOceanSurface::computePrimitives routine (called when tile LOD changes) 
taking 10-15ms and I'm looking for a way to make this more "real-time". These 
timing numbers are with osgOcean parameters using in the oceanExample code.

Could the ocean surface geometry be defined at initialization at the scene 
graph level for each tile/frame rather than being redefined every 50ms as it 
doing now. In computePrimitives, couldn't the geometry only need to be 
regenerated for the times that changed LOD?

Any advice would be appreciated.

Thanks,
Paul P.

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