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When fog isn't set to extreme values and one is flying rather high (yea
well, doing a flight simulation here :-) as in the example the end of the
endless ocean is easily visible so I added some (static) quads around the
dynamic tiles in FFTOceanSurface.
If wanted I'll provide a patch as soon as I have cleaned the code up a little.
Original issue reported on code.google.com by felix.nawothnig on 31 Mar 2010 at 9:12
The text was updated successfully, but these errors were encountered:
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 9:12The text was updated successfully, but these errors were encountered: