[osg-users] [osgOcean] Wake effects?

Kim Bale kcbale at googlemail.com
Fri Nov 27 10:28:19 PST 2009


Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <tianxiao888 at foxmail.com>:
> 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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