Hi J-S, I am here, alive and well and I must apologise for my absence. It's lovely to know that I'm missed when I'm absent though so thanks for your concern. :) Firstly I'll explain my inactivity, over the past few months I got burnt on a couple of osgocean contract jobs and consequently became rather disenchanted with the whole open source thing and took a bit of a break from it all. However, I think it's time to get back on it. It's my baby and I don't want it to become another stale open source project.
So to your changes. The change to the way the shaders are integrated is a good approach in fact, the shader integration has troubled me for a while. My goal with inlining the shader code was to keep the library as compact as possible. However, it soon became a maintenance nightmare - people were submitting shader fixes and only editing either the inline code or the external files and keeping track of which version was correct was becoming very difficult. I've already done some work to address this. So what I will do is augment your approach with a pre build script which will read the external shader files and generate headers which contain the shader code that are then included in the build. This should go some way to preventing any discrepancies between inline shaders and external shaders. I have already written batch scripts to do this in windows, and I think I made some progress in writing a similar bash script for linux too but I'm not sure whether I finished it. I'll have to have a dig around. Thinking about this, more recently I've starting using python as my scripting language of choice - I'd be keen to use python to do this but I'm not sure how people would feel about the additional build dependencies.. do you have any thoughts on this? Simply put it would make my life a bit easier since I'm windows based and testing bash scripts is a bit of a pain. The ocean update callback is also a good approach, although I'll have to make sure to document it on the wiki otherwise it'll be missed. I had implemented a method aimed at achieving the same thing a few months back but yours is more extensible so I'm happy to use that. Since my last update I have fixed the VBO ocean technique so I'll commit that. I was rather disappointed by the performance gain though I noted a 10% drop on the draw traversal and a 80% drop in the update but no significant change in the frame rate. It also has the side effect of creating strange normals on the low resolution tiles. I'm rather dubious as to whether I've implemented the VBO update correctly so it would be good to see if improvements could be made there. Lastly I have some minor changes to the example application, just some housework to make it easier to read and test the VBO technique. I'll make a push to get these committed over the weekend, and will of course give your recent commits a thorough testing. Given the amount of fixes that have come in since 1.0.1 I think osgocean is due for another release so I'll make these changes asap and focus on getting another release out. Thanks again, Kim. On 12 October 2010 16:42, Jean-Sébastien Guay < [email protected]> wrote: > Hi all, > > Just a quick update: > > > First of all, would anyone have heard from Kim lately? I have no other >> means to communicate with him than the e-mail address I was using all >> this time, and I'm wondering if something may have happened on a more >> personal level (other than just changing jobs/interests which surely may >> happen). So if anyone has a way to reach Kim, just to let us know >> everything's all right, I'd appreciate it. >> > > Nick sent me his phone number and I just spoke to Kim, seems I didn't have > to be concerned. He'll probably send us a message soon, but I wonder if some > erroneous e-mail filtering might be involved... > > Sorry for sounding alarmed, seems all is OK. > > Now that that's out of the way, if anyone is interested in testing osgOcean > trunk, we'll probably want to make a release in the near future. > > > Thanks, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ >
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