Closed GoogleCodeExporter closed 9 years ago
As we discussed there are two ways of doing this (with the current
implementation):
OceanScene can be setup with everything disabled, in that case it 'should' just
act
as a group node with a vanilla cull traversal and an ocean surface attached.
The other option is to use the FFTOceanSurface on it's own as a geode node. This
would require you to manually set all the state uniforms that it inherits from
OceanScene. To tidy that up a bit it you could to add mutators to
FFTOceanSurface
that set these uniforms locally, but that solution still seems a little 'hacky'
to me.
Original comment by kcb...@googlemail.com
on 12 Jun 2009 at 2:29
Agreed, I think the best course is using OceanScene as it is intended to be
used, but
just add flags to it to enable/disable different things. That keeps the nodekit
coherent while being more flexible for different usage scenarios. For example,
I'm
pretty sure the ocean surface + reflection and refraction passes could work,
it's the
full-screen effects I think that are most problematic.
I'll investigate this today.
Original comment by jean.sebastien.guay13@gmail.com
on 12 Jun 2009 at 2:36
This issue could have been closed a while ago, all effects now have flags to
enable/disable them. Shame on me for keeping this open for so long. :-)
Original comment by jean.sebastien.guay13@gmail.com
on 14 Apr 2011 at 1:21
Original issue reported on code.google.com by
jean.sebastien.guay13@gmail.com
on 12 Jun 2009 at 1:52