Hi Kim:

Thanks for your patience!

I have done what you advised.

And the "ocean_output.txt" file was give as followed attatchment.

Will you please see what's the problem really is?

Cheers,
Tian



Kim Bale wrote:
> Ok I reckon the water.frag has used up the maximum allowed uniforms
> for that card, I've come across this issue before with the 7 series
> cards. There are some tricks to get around this, so I'll see if I fix
> it.
> 
> Is there any chance you could set the notify level to
> osg::NotifySeverity::INFO and then pipe the output from oceanExample
> to a file and send it to me? It might tell me how many I've used and
> are allowed to use on that card.
> 
> You can do it easily in the command prompt (win32) by using the command
> 
> oceanExample > ocean_output.txt
> 
> Regards,
> 
> Kim.
> 
> 
> 
> 2009/11/25 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > My graphics card is 'NVIDIA GeForce 7300 LE'.
> > 
> > The version number <= r181 could work normally on this card.
> > 
> > And since r182 to 185, the error emerged.
> > 
> > 
> > Cheers,
> > Tian
> > 
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Tian,
> > > 
> > > Last night I committed the changes that permit alpha tranparencies to
> > > be used in conjunction with the glare and depth of field effects. This
> > > required the use of multiple render targets (
> > > http://code.google.com/p/osgocean/source/detail?r=183 ) and some
> > > changes to some of the shaders.
> > > 
> > > It looks like that's used up the maximum varying attributes of your
> > > card and also possibly your card doesn't support MRTs.
> > > 
> > > What graphics card are you using? Could you set the notify level to
> > > osg::notifylevel::info and dump the contents to file so I can see
> > > exactly what the problem is?
> > > 
> > > Cheers.
> > > 
> > > Kim.
> > > 
> > > 2009/11/24 Tian Ma <>:
> > > 
> > > 
> > > > Hi Kim,
> > > > 
> > > > I update the source code from SVN today and generate the new ocean 
> > > > project. When run the example, some errors emerge. The error image is 
> > > > as follow link:
> > > > 
> > > > http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
> > > > 
> > > > Something wrong with the "water.frag"?
> > > > 
> > > > Thank you!
> > > > 
> > > > Cheers,
> > > > Tian
> > > > 
> > > > 
> > > > 
> > > > Kim Bale wrote:
> > > > 
> > > > 
> > > > > Hello Erik,
> > > > > 
> > > > > Sorry I missed your post yesterday. There isn't really any support for
> > > > > wakes on the sea surface at the moment, although it's definitely
> > > > > something that needs addressing.
> > > > > 
> > > > > However, I just had a submission which uses the depth buffer to add
> > > > > breaking foam to the shoreline. This does sort for work for other
> > > > > objects on sea, like ships, but it doesn't look very pretty at the
> > > > > moment. You're more than welcome to have a play with the effect and
> > > > > see if you can do anything with it. From what I understand what you'd
> > > > > need to do is add a sort of sloped geometry which tracks you your
> > > > > boat, that would get picked up in the depth buffer and the same foam
> > > > > texture used on the wave crests is applied to it.
> > > > > 
> > > > > It's been checked into the trunk, but like I say it needs a little 
> > > > > work.
> > > > > 
> > > > > There was a discussion about it here:
> > > > > 
> > > > > http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
> > > > > 
> > > > > Cheers.
> > > > > 
> > > > > Kim.
> > > > > 
> > > > > 
> > > > > 
> > > > > 2009/11/18 Erik Johnson <>:
> > > > > 
> > > > > 
> > > > > 
> > > > > > Hi,
> > > > > > 
> > > > > > I thought this would have come up before, but does anyone have 
> > > > > > suggestions how to render a boat's wake?  Using osgParticle 
> > > > > > provides an "ok" solution, but falls apart rapidly if the ocean 
> > > > > > waves are too large (the particles go underwater).
> > > > > > 
> > > > > > Would be cool to leverage the same texturing effects as the "wave 
> > > > > > crest foam" stuff - just not sure how.  :)
> > > > > > 
> > > > > > Thanks for any suggestions,
> > > > > > Erik
> > > > > > 
> > > > > > ------------------
> > > > > > Read this topic online here:
> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=19849#19849
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > _______________________________________________
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> > > > > > 
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
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> > > > > 
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