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
> >
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> >
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> >
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