Re: [osg-users] Simple water effects

2010-01-05 Thread Kim Bale
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

Re: [osg-users] Simple water effects

2009-12-22 Thread Dominic Stalder
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

Re: [osg-users] Simple water effects

2009-12-22 Thread Jean-Sébastien Guay
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

Re: [osg-users] Simple water effects

2009-12-22 Thread Jean-Sébastien Guay
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

Re: [osg-users] Simple water effects

2009-12-22 Thread Kim Bale
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

Re: [osg-users] Simple water effects

2009-12-22 Thread Robert Osfield
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

Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
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

Re: [osg-users] Simple water effects

2009-12-21 Thread Dominic Stalder
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

Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
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

[osg-users] Simple water effects

2009-12-21 Thread Dominic Stalder
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