> > A little while ago I wrote some test cases which > > removed this huge vertex array and replaced it with a single high > > resolution ocean tile which is then instanced for each tile in the > > ocean surface. The different resolution tiles are then supported > > simply by modifying the primitives and positioning the tiles using a > > vertex shader. Since all of the high resolution tiles are precomputed, > > updating the animation of the ocean surface is simply a matter of > > changing the pointer to the next frames vertex array for each of the > > tile primitives. >
Do I understand this correctly? Only the "high resolution" vertices will be used and the geometry will simply reference the appropriate subset of vertices based on the level of detail? Therefore, only 1 OceanTile object would be needed (for the highest level) and the other levels-of-detail wouldn't be needed. Then the MipmapGeometry::updatePrimitives call would just update the geometry to references the "appropriate" high-level" vertices based on the current resolution. I assume the same would be true for the Normals where only the normals for the high resolution would be used. Your TilePrimitives example kind of brushes over the Normals and the existing OceanTile::computeNormals seems to be resolution dependent. Do I have this correct? Just trying to understand what you are planning. Thanks Paul P. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24248#24248 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

