Re: [osg-users] osgocean synced across multiple screens

2010-03-30 Thread Kim Bale
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
 
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Re: [osg-users] osgocean synced across multiple screens

2010-03-29 Thread Kim Bale
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

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Re: [osg-users] osgocean synced across multiple screens

2010-03-29 Thread Trajce (Nick) Nikolov
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
 
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  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
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 osg-users@lists.openscenegraph.org
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[osg-users] osgocean synced across multiple screens

2010-03-25 Thread Trajce (Nick) Nikolov
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
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