An other Interesting paper
http://www.informatik.uni-rostock.de/~hc009/publications.html
On Thu, May 14, 2009 at 11:53 AM, David Spilling
david.spill...@gmail.comwrote:
Kim,
it does sound difficult to implement as a general case.
Actually, I think that the only way to meet all current
better.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield
Sent: Mon 11/05/2009 20:41
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Mon, May 11, 2009 at 7:50 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Is there any
the times :)
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of David Spilling
Sent: Mon 11/05/2009 20:44
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Kim,
For very large
expanses of ocean the problem I forsee
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Jean-Sébastien Guay wrote:
Yes, that's one of the tested libraries in the FFTW benchmark:
http://www.fftw.org/speed/CoreDuo-3.0GHz-icc/
http://www.fftw.org/benchfft/ffts.html
See also:
http://cr.yp.to/djbfft.html
http://cr.yp.to
Kim,
it does sound difficult to implement as a general case.
Actually, I think that the only way to meet all current techniques with as
common a scenegraph structure as possible is to render the heightfield to
texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then
use
Jean-Sébastien Guay wrote:
Yes, that's one of the tested libraries in the FFTW benchmark:
http://www.fftw.org/speed/CoreDuo-3.0GHz-icc/
http://www.fftw.org/benchfft/ffts.html
See also:
http://cr.yp.to/djbfft.html
http://cr.yp.to/djbfft/bench-notes.html
Old, but at one time was faster than
Le vendredi 08 mai 2009 à 19:56 +0100, Robert Osfield a écrit :
Hi Kim,
On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Robert,
You need to download the resource pack from the downloads sections and drop
the textures into the resource directory before you hit
-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield
Sent: Fri 08/05/2009 19:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Robert,
You need to download the resource pack from
Hi Kim,
On Mon, May 11, 2009 at 7:50 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Is there any chance that we'd be able to get osgOcean working on
geocentric databases? It'd be very cool to be able zoom down from
space to the sea.
As I don't know a lot about geocentric databases it would be hard
Kim,
For very large
expanses of ocean the problem I forsee is the time it takes to update the
vertices and primitive sets.
However, since the FFT technique is tileable it would be possible to only
update 1 tile and then translate
them into position using a shader. This would rule out any
Hi Dimi,
On Fri, May 8, 2009 at 4:14 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi,
i am having issues to compile osgOcesn on my linux box.
In ccmake . it asks to set osg-DIR to the directory contianing
osgConfig.cmake
this is how cmake states that it cannot find a FindXXX.cmake
Hi Sergey,
Yes, this is intentional. It came to my attention that the FFTW library is
covered by a GPL license and therefore the library must also share the status.
However, I am working on replacing the FFTW library with an LGPL alternative so
that I can change it back to LGPL, but until
Hi Kim,
On Fri, May 8, 2009 at 1:04 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Sergey,
Yes, this is intentional. It came to my attention that the FFTW library is
covered by a GPL license and therefore the library must also share the status.
However, I am working on replacing the FFTW
on behalf of Robert Osfield
Sent: Fri 08/05/2009 13:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Fri, May 8, 2009 at 1:04 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Sergey,
Yes, this is intentional. It came to my attention that the FFTW library is
covered
Hi,
i am having issues to compile osgOcesn on my linux box.
In ccmake . it asks to set osg-DIR to the directory contianing osgConfig.cmake
There is no such file in my osg directory.
Thanks
Dimi
___
osg-users mailing list
linux
can help me out on this.
Sorry..
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of dimi christop
Sent: Fri 08/05/2009 15:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi,
i am having issues to compile osgOcesn on my
Hi Kim, Dimi,
Not even sure what ccmake is to be honest. Perhaps someone that speaks linux
can help me out on this.
ccmake is the CMake text-mode (curses) interface to configure a CMake
build, similar to cmake-gui or cmakesetup on Windows.
Dimi, you should probably set osg-DIR to the
Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, May 8, 2009 5:31:55 PM
Subject: Re: [osg-users] osgOcean release
Hi Kim, Dimi,
Not even sure what ccmake is to be honest. Perhaps someone that speaks linux
can help me out
Hi Dimi,
This is what I did but it specificaly asks for this osgConfig.cmake file.
On a note I use cmake 2.4 patch 6 with which i compiled osg-2.8.
Is it possible that only cmake 2.6 and up is working on osgOcean builds?
It's possible, someone who knows CMake more than me will have to
Guay
Sent: Fri 08/05/2009 16:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Dimi,
This is what I did but it specificaly asks for this osgConfig.cmake file.
On a note I use cmake 2.4 patch 6 with which i compiled osg-2.8.
Is it possible that only cmake 2.6 and up
Hi Kim,
I haven't had a chance to test osgOcean out till now. Just download
and it compiled fine for my under Kubuntu 9.04. Everything builds
cleanly but when I do an make install I get an error:
CMake Error at src/osgOcean/cmake_install.cmake:74 (FILE):
file INSTALL cannot find file
,
Kim.
From: osg-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield
Sent: Fri 08/05/2009 17:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
I haven't had a chance to test osgOcean out till now. Just download
Hi Kim,
On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Robert,
You need to download the resource pack from the downloads sections and drop
the textures into the resource directory before you hit install. I seperated
them as I didn't want them to get versioned. But
Hi Kim;
After last updates I don't see any error about vertex shader as before I
saw. But now I have checked the OpenGL and GLSL driver version and saw that
OpenGL is 2.0 and GLSL is 1.1 so when I opened up the osgOceanExample I see
Error: glUniform1uiv not supported by OpenGL driver. Because of
.
Let me know how you go.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 07/05/2009 09:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim;
After last updates I don't see any error about vertex shader
.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Jean-Sébastien
Guay
Sent: Wed 06/05/2009 20:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi David,
I would suggest that an all GPU FFT would just be one in a selection of
possible
=K1I4kts5mqc
K.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of
Jean-Sébastien Guay
Sent: Wed 06/05/2009 20:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi David,
I would suggest that an all GPU FFT would just be one
See attached.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 07/05/2009 10:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim;
Thanks for your help but I think when you attach the water vertex
/2009 11:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim;
Thanks so much. It works like a charm :D At last I able to see water surface
by errorless running. I have looked for uLightID and I think while program
is on it send different value from 0
Hi Umit,
Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough.
I am trying to update to 3.0.
Whether or not your driver supports OpenGL 3.0 won't make any
difference, OSG does not use OpenGL 3.0 at all (you need to explicitly
create an OpenGL 3.0 context in order to use
Hi Kim,
This is actually one of the problems that I tried to address with the half finished DynamicShader class in amongst the code.
I came to the conclusion that it might be better to have a huge uber shader and
block out bits effects code with #defines or add constant variables such as the
Hi Jean;
As you said I know there will not be any difference for OSG in OpenGL 3.0
but I have tried to upgrade to make my GLSL support to 1.3 or upper(1.4).
Anyway at last I have already realized that my 2.5 years old GPU doesn't
support to OpenGL 3.0 in any drivers. So as you suggest to Kim
Hi Umit,
As you said I know there will not be any difference for OSG in OpenGL
3.0 but I have tried to upgrade to make my GLSL support to 1.3 or
upper(1.4).
GLSL 1.4 is part of OpenGL 3.0 so won't make any difference either.
But as I said, if the card supports OpenGL 2.1 then it should be
Wow, looks great!
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Kim C
Bale
Gesendet: Dienstag, 5. Mai 2009 21:11
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] osgOcean release
if problems the persist.
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Wed 06/05/2009 08:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim;
Great works. Congratulations. I have tried to install
Kim,
A nice piece of work.
In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:
http://www.fftw.org/install/windows.html
which worked fine (even with the free Visual C++ 9.0 ! )
I had a compile of minor issues with addCullCallback - I
david.spill...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 07:05AM
Subject: Re: [osg-users] osgOcean release
Kim,
A nice piece of work.
In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:
http://www.fftw.org
Umit,
I implemented my ocean surface which is composed of Sum of Sinus method
Bear in mind that so long as your wave numbers are integer subdivisions of
the tile size, the result from an FFT approach is the same as the result
from a sum of sinusoids approach, just higher performance.
David
Umit,
...Error : When I open up the osgOceanExample there is some error in vertex
shader as you can see from the attached screenshot.
I had something similar - I think this is just coz the shader constructor
can't find the underlying shaders; AFAIK the resource folder has to be
located in the
Hi
(1) Shader FIX
(2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
or use the osgViewer like motion model switch
2009/5/6 David Spilling david.spill...@gmail.com
Umit,
...Error : When I open up the osgOceanExample there is some error in
vertex shader as you
Hi David and Adrian;
I had something similar - I think this is just coz the shader
constructor can't find the underlying shaders; AFAIK the resource folder
has to be located in the same directory as the executable. Moving things
around might work for you.
I had copied in all resource same
Hi,
I had the same problem but modified calls to loadShaderSourceFromFile(...)
to use the OSG_FILE_PATH like this
if( !vShader-loadShaderSourceFromFile(
*osgDB::findDataFile*(resources/shaders/water.v
)) )
osg::notify(osg::WARN) ERROR: Could not load vertex shader
source!
Hi Umit,
Great works. Congratulations. I have tried to install but have some
problem on FFTW library on compiling VS2003. I will try to compile it by
MinGW very soon. I think you are using Linux environment.
You can use the precompiled FFTW DLLs from here:
Hi Kim, Brian,
FFTW is GPL. Are you concerned about this?
Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
(.dll or .so) does it still carry with it the implications of the GPL on
everything it's linked to? I admit this is a blurry area of my
understanding of the
Hi Sergey,
found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )
http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419
Yes, that's one of the tested libraries in the FFTW benchmark:
david.spill...@gmail.com Sent by:
osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 07:05AM
Subject: Re: [osg-users] osgOcean release
Kim,
A nice piece of work.
In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't
bother compiling it, but just did this:
http://www.fftw.org
a
while to get used to the flight manip.
Cheers.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Adrian Egli
OpenSceneGraph (3D)
Sent: Wed 06/05/2009 12:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi
(1) Shader FIX
(2
of Ümit Uzun
Sent: Wed 06/05/2009 13:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi David and Adrian;
I had something similar - I think this is just coz the shader
constructor can't find the underlying shaders; AFAIK the resource folder
has to be located in the same
...@lists.openscenegraph.org
Date: 05/06/2009 11:46AM
Subject: Re: [osg-users] osgOcean release
Hi J-S, Kim,
Skylark wrote:
Sure. For now as a first step finding some other FFT library to use in
precomputation as it is now would be enough. When we want to implement
more dynamic behavior then we can
49 matches
Mail list logo