Thanks Kim. How the VBO version is going? -Nick
On Mon, Mar 29, 2010 at 5:44 PM, Kim Bale <[email protected]> wrote: > Hi Nick, > > The FFTSimulation class is responsible for creating both the noise > data and the surface amplitudes. It simply outputs a grid of vertices > which are then used by OceanTile to convert it into vertices. Assuming > you have used the same parameters calling setTime( float ) on > FFTSimulation will always result in the same amplitudes. > > These amplitudes are precomputed into a set of frames. Default is 25. > The ocean is then animated by calling FFTOceanSurface::update( > unsigned frame, float dt, osg::Vec3f eye ), where frame updates the > current set of vertices for the tiles, float dt updates the position > of the noise textures and eye is used to test whether the mipmap > levels have changed due to eye position. > > Hope that helps. > > Kim. > > > > The animation is controlled using the FFTOceanSurface::update function. I f > > On 26 March 2010 06:45, Trajce (Nick) Nikolov <[email protected]> > wrote: > > > > Hi community, > > I am about to start implementing synchronization of the ocean surface > across multiple machines. Not familiar with the details of the osgocean code > though, I just started to read it, so any hints are highly welcome. I am > seeing FFTSimulation class that is used in the FFTOceanSurface for creating > the noise. Is this the right place to look at? If I sync the time passed to > FFTSimulation will this results into identical ocean on all the machines? > > Thanks for any hints! > > Cheers, > > -Nick > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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