Hi Kim,it is a nice work. i worked on VS2008 and it works great :)
i really liked it :)

On Wed, May 6, 2009 at 11:29 AM, Kim C Bale <k.b...@hull.ac.uk> wrote:

> Sorry i meant Umit, not richard!
>
> Kim.
>
>
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org on behalf of Kim C Bale
> Sent: Wed 06/05/2009 09:26
> To: OpenSceneGraph Users
> Subject: RE: [osg-users] osgOcean release
>
> 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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-- 
Ufuk
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