Hi Adrian,

On 2/16/07, Adrian Egli <[EMAIL PROTECTED]> wrote:
By the way: if you have some minutes left, could you please review my ocean
(water) and propose a variante how i sould implement it, to fit best into
OSG.
i would like adding this simulation into osg core (water would be really
good fit into osg) what you think about it ?

I'd welcome an Ocean NodeKit in the core OSG, especially if it could
be extensible - like the osgShadow library I'm working on.

I have reviewed your work yet, as you'll understand I've am very busy,
steadily working through a rather long TODO list.  I'll put reviewing
your work on the TODO list, but it'll can't jump the queue I'm afraid
as I have many pressing items that I have to get done.

As a general note, looking at the viewer stas the update and draw
costs of your Ocean effect are very high so I presume you are doing
the majority of the compute on the CPU.  The way to solve this is to
move much of the compute on to the GPU using vertex and fragment
shaders.  W.r.t reflections and refraction this is typically done with
a combination of environmental texture maps and shaders.  There are a
number of papers on the net about doing Ocean affects which discuss
various approaches to this.

I am surprised others on the list haven't chimed in on your work, as
others have done their own Ocean effects before.  I guess many other
engineers like myself are very busy and unable to participate in a
proactive manor.  Examples of Ocean effects done by OSG users
can be seen on the screenshot pages:

 http://openscenegraph.org/osgwiki/pmwiki.php/Screenshots/DIOSoftPirates
 http://openscenegraph.org/osgwiki/pmwiki.php/Screenshots/VCAM

Robert.
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