Re: [osg-users] osgocean synced across multiple screens
I'll be doing some work on it over the weekend. I'm pretty sure it's something trivial since I've had it up and running in the past, just haven't had the time to sit down with it. Kim. On 29 March 2010 16:23, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Thanks Kim. How the VBO version is going? -Nick On Mon, Mar 29, 2010 at 5:44 PM, Kim Bale kcb...@googlemail.com wrote: Hi Nick, The FFTSimulation class is responsible for creating both the noise data and the surface amplitudes. It simply outputs a grid of vertices which are then used by OceanTile to convert it into vertices. Assuming you have used the same parameters calling setTime( float ) on FFTSimulation will always result in the same amplitudes. These amplitudes are precomputed into a set of frames. Default is 25. The ocean is then animated by calling FFTOceanSurface::update( unsigned frame, float dt, osg::Vec3f eye ), where frame updates the current set of vertices for the tiles, float dt updates the position of the noise textures and eye is used to test whether the mipmap levels have changed due to eye position. Hope that helps. Kim. The animation is controlled using the FFTOceanSurface::update function. I f On 26 March 2010 06:45, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, I am about to start implementing synchronization of the ocean surface across multiple machines. Not familiar with the details of the osgocean code though, I just started to read it, so any hints are highly welcome. I am seeing FFTSimulation class that is used in the FFTOceanSurface for creating the noise. Is this the right place to look at? If I sync the time passed to FFTSimulation will this results into identical ocean on all the machines? Thanks for any hints! Cheers, -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgocean synced across multiple screens
Hi Nick, The FFTSimulation class is responsible for creating both the noise data and the surface amplitudes. It simply outputs a grid of vertices which are then used by OceanTile to convert it into vertices. Assuming you have used the same parameters calling setTime( float ) on FFTSimulation will always result in the same amplitudes. These amplitudes are precomputed into a set of frames. Default is 25. The ocean is then animated by calling FFTOceanSurface::update( unsigned frame, float dt, osg::Vec3f eye ), where frame updates the current set of vertices for the tiles, float dt updates the position of the noise textures and eye is used to test whether the mipmap levels have changed due to eye position. Hope that helps. Kim. The animation is controlled using the FFTOceanSurface::update function. I f On 26 March 2010 06:45, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, I am about to start implementing synchronization of the ocean surface across multiple machines. Not familiar with the details of the osgocean code though, I just started to read it, so any hints are highly welcome. I am seeing FFTSimulation class that is used in the FFTOceanSurface for creating the noise. Is this the right place to look at? If I sync the time passed to FFTSimulation will this results into identical ocean on all the machines? Thanks for any hints! Cheers, -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgocean synced across multiple screens
Thanks Kim. How the VBO version is going? -Nick On Mon, Mar 29, 2010 at 5:44 PM, Kim Bale kcb...@googlemail.com wrote: Hi Nick, The FFTSimulation class is responsible for creating both the noise data and the surface amplitudes. It simply outputs a grid of vertices which are then used by OceanTile to convert it into vertices. Assuming you have used the same parameters calling setTime( float ) on FFTSimulation will always result in the same amplitudes. These amplitudes are precomputed into a set of frames. Default is 25. The ocean is then animated by calling FFTOceanSurface::update( unsigned frame, float dt, osg::Vec3f eye ), where frame updates the current set of vertices for the tiles, float dt updates the position of the noise textures and eye is used to test whether the mipmap levels have changed due to eye position. Hope that helps. Kim. The animation is controlled using the FFTOceanSurface::update function. I f On 26 March 2010 06:45, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, I am about to start implementing synchronization of the ocean surface across multiple machines. Not familiar with the details of the osgocean code though, I just started to read it, so any hints are highly welcome. I am seeing FFTSimulation class that is used in the FFTOceanSurface for creating the noise. Is this the right place to look at? If I sync the time passed to FFTSimulation will this results into identical ocean on all the machines? Thanks for any hints! Cheers, -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgocean synced across multiple screens
Hi community, I am about to start implementing synchronization of the ocean surface across multiple machines. Not familiar with the details of the osgocean code though, I just started to read it, so any hints are highly welcome. I am seeing FFTSimulation class that is used in the FFTOceanSurface for creating the noise. Is this the right place to look at? If I sync the time passed to FFTSimulation will this results into identical ocean on all the machines? Thanks for any hints! Cheers, -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org