You should be able to see my email address in the headers.
[email protected].

In order to have breaking shore waves in Triton, you need to supply it with
a raster image of the bathymetry (sea floor) underneath the water surface,
as well as a texture matrix that allows for transformation of a world
coordinate into the texture space of that raster. Triton will then use this
information to modify the waves as they approach the shallow shore areas to
make them larger, and break on the shoreline.

http://www.sundog-soft.com/docs/triton/terrain.html

"OpenSceneGraph users may refer to the OSGDynamicHeightMap sample included
with the SDK. This sample generates a height map from the scene surrounding
the camera automatically, and feeds it to Triton for smooth coastline
blending. This sample also includes code for a vertex program that can
compute accurate height map data for geocentric or ECEF terrains."
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