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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