Hi J-S,
Yes I can certainly put the code up on the svn. However, it wasn't actually
written in situ but rather as simplified test case to make absolutely sure
that the primitives arrangements were absolutely correct. But it does seem
silly to have to hidden on my pc at home, when other people may
Hi Kim
thanks for your feedback. First of all my time is rare at the moment, we
are doing our thesis and on the other hand I think you need a pro for
the integration of the changes into osgOcean ;-)
Regards
Dominic
Kim Bale schrieb:
Hello All,
Did somebody mention water effects?!
I have r
Hi Kim,
I have the code for all of this as a prototype, but I don't have the
time to tidy it up and update library at the moment. If you are
interested in making these modifications I would be more than happy to
give you the code and walk you through it, otherwise it'll have to wait
until I g
Hi Dominic,
I can't find the real worldz examples on the net, do you have the source?
If that was part of the GLSL (orange) book, then check here:
http://mew.cx/glsl/
Mike Weiblen (which is a member of this list) archived the 3DLabs GLSL
stuff when it wasn't available from the 3DLabs site a
Hello All,
Did somebody mention water effects?!
I have recognised the CPU usage of osgOcean as a bit of a problem. This is
due to the osgOcean using one huge vertex/normal array for all of the ocean
tiles and then copying the vertices for each tile in on frame/position
changes. It was a rather ba
Hi Dominic,
On Mon, Dec 21, 2009 at 8:43 PM, Dominic Stalder
wrote:
> I know the amazing looking osgOcean, but for our game it uses to much CPU.
Might I suggest you engage with the authors/contributors of osgOcean
and find a way of avoiding this overhead. This almost certainly will
take less ti
Hi Dominic,
thanks for the interesting "links", but the habib tuturials are all for
direct x, right? And I don't see how I have to integrate with OSG (sorry for
the stupid questions, but I'm a beginer at all...).
Yes right. But he has good understanding to achieve kind of water surface.
You can gr
Hi Ümit
thanks for the interesting "links", but the habib tuturials are all for
direct x, right? And I don't see how I have to integrate with OSG (sorry
for the stupid questions, but I'm a beginer at all...).
I can't find the real worldz examples on the net, do you have the source?
Regards
D
Hi Dominic;
As you know there is too much resource on the net. Some of them which I can
advice you to look,
http://habib.wikidot.com/
OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about
rendering ocean in simple and not comprehensive way.
http://www.vterrain.org/Water/
I don
Hi there
is there a simple and good looking way to have water effects for the
sea? How do you implement this?
I don't know which way is the best, simple textures, normal mapping or
shaders? What I would like to see is the sun reflecting the rays on the
water ;-) Any help is welcome.
I kno
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