Open GoogleCodeExporter opened 9 years ago
Hi Felix,
Yes I would be interested in seeing these changes. Presumably these static
quads can
are configurable?
Cheers,
Kim
Original comment by kcb...@googlemail.com
on 24 May 2010 at 7:24
Well, let's talk fantasy first:
You should be able to say the ocean extends by X from the center, completely
independent off the tile size, resolution, current mipmaping, etc.
This defines one huge quad containing the ocean - and that's all the
configuration
one should need.
osgOcean should put planar geometry with the water shader on it (you could
probably
heavily optimize this but it's not a bottleneck at my app) everywhere where is
no
tile. Obviously there is some geometry tearing at the borders but as they are
really
far away - not noticeable.
I suppose it should recalculate a huge tri-strip surrounding all tiles everytime
tiling changes...
And now back to reality:
I still haven't got the time around to do this properly... I actually do one
giant
quad, ensure that it's rendered first with depth writes disabled and have some
nasty
hacks in my render loop to avoid artifacts which still popped up from time to
time
(don't know exactly why, the write-first-no-depth should have worked... but
still,
it's a gross hack)...
I really need some time to dig into FFTOceanSurface and understand all that
tiling
code...
Original comment by felix.nawothnig
on 24 May 2010 at 9:51
Original issue reported on code.google.com by
felix.nawothnig
on 31 Mar 2010 at 9:12