[osg-users] [osgOcean] Wake effects?

Tian Ma tianxiao888 at foxmail.com
Thu Nov 26 17:25:27 PST 2009


Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
> Hi Tian,
> 
> It did highlight some useful stuff. Unfortunately I won't get round to
> fixing this immediately.
> 
> However, if you want to use the version in the trunk you can probably
> get round it by replacing the uniform booleans one by one with hard
> coded values in the water shader for the options you want to enable
> until it stop complaining. Obviously this is a temporary fix until I
> get round to investigating further.
> 
> K.
> 
> 2009/11/26 Tian Ma <>:
> 
> > Hi Kim:
> > 
> > Thanks for your helpful work!
> > 
> > Does the information inf file "ocean_output.txt" help?
> > 
> > Regards,
> > Tian
> > 
> > 
> > Kim Bale wrote:
> > 
> > > Hi Peter,
> > > 
> > > Well this is really what the many weird and wonderful configurable
> > > options are for in OceanScene, nearly every effect can be turned off
> > > an on to suit the graphics card configuration. I think it's probably
> > > better to do it this way, rather than grouping them together to give
> > > the low,medium and high settings, as you can fine tune the rendering
> > > to suit the available hardware.
> > > 
> > > The core water shader itself isn't so expensive, it's largely the pre
> > > render passes that bring down the frame rate and all of these can be
> > > turned off and on as desired.
> > > 
> > > (I think) the problem with Tians card at the moment is that the water
> > > shader in the trunk has used up all the maximum number of uniforms
> > > permitted on nvidia 7 series card which use a version of glsl that I'm
> > > not 100% sure of. But I think this can be worked around, I just
> > > haven't got round to it yet (plus it's quite hard to test without a
> > > suitable card)
> > > 
> > > K.
> > > 
> > > 
> > > 2009/11/26 Peter Bear <>:
> > > 
> > > 
> > > > Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
> > > > Peter
> > > > 
> > > > ------------------
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=20395#20395
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
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