Hi Richard,

Try compiling FFTW with this project file. It's set up for VS2003.

ftp://ftp.fftw.org/pub/fftw/fftw-3.1.2-vs2003.zip

You must also make sure you're using the floating point library called fftw3f-3.

I've compiled it on debian and with VS2005 and not had any issues. Let me know 
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 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.

Best Regards.

2009/5/6 Schmidt, Richard <richard.schm...@eads.com>

>  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
>
>
>
> Hello all,
>
>
>
>
>
> Many moons ago I emailed the list to announce my intentions of releasing an
> ocean rendering library for the OSG. Well after many delays and things
> getting in the way i've put some code up for your perusal.
>
>
>
> http://code.google.com/p/osgocean/
>
>
>
> At the moment i have only put the surface simulation and ocean rendering
> code online there is more to follow. But I wanted to get this out as a point
> for discussion.
>
>
>
> It uses a precomputed FFT ocean simulation combined with a geomipmapping
> lod algorithm. This has obvious limitations as the ocean surface is of a
> fixed size, but I'm afraid I don't have time at the moment to come up with
> something slicker. The FFT technique can be used in conjunction with a
> geoclipmap approach which I think would allow for an endless ocean and
> would be more usable, so if anyone wants to pitch in with that get in touch
> as it would be valuable addition and quite easy to slot in.
>
>
>
> One of the big problems with the design is turning parts of the shader on
> and off. I've used boolean uniforms for this, but it's messy. Ideally it
> would be more effecient either to dynamically generate the shader or insert
> #defines to include or block out bits of code. I suspect the latter would be
> the easiest to implement but i noticed Hydrax chooses to create them on the
> fly. I'd love to hear from the more experience OSG programmers about this,
> as I anticipate that this aspect will get rather complicated quite quickly.
>
>
>
> I remember there was quite a lot of interest in collaborating, if the will
> is still there get in touch either by email or here and we'll chat about
> where we can take it.
>
>
>
>
>
> So have a play and let me know what you think!
>
>
>
>
>
> Regards,
>
>
>
>
>
> Kim.
>
>
>
>
>
>
>
>
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Ümit Uzun

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