From: David Lannan (david.lannan++at++sydac.com.au)
Date: 05/27/2004 17:49:46
Hi Peter,
If you are doing this on a PC solution, I would suggest vertex and pixel
shaders.
Shaders are ideal for this sort of work and there are many examples, both on
ATI and Nvidias websites that show examples in OpenGL (Which is obviously
available in Performer).
Shader examples in OGL: http://www.ati.com/developer/indexsc.html#opengl
http://developer.nvidia.com/ (couldnt find
the opengl samples site has changed??)
http://www.shadertech.com/cgi-bin/shaders.cgi?filter=0
Example of some water shaders:
http://meshuggah.4fo.de/OceanScene.htm
http://www.magic-software.com/Applications/RipplingOcean.html
http://mirror.ati.com/developer/samples/oceanwater.html
ATi's Rendermonkey has some excellent examples of water shading - with deep
water swells, and surface ripples.
NVidia also has some good water examples. Both which supply source code to
the shader itself.
Some of the best examples of the use of vertex shaders can be seen in some
of the latest games.
Far-Cry for instance has the most realistic looking water in a complete
application, that I have seen.
Hope this helps,
David Lannan
-----Original Message-----
From: Peter Ellenberg [mailto:Peter.Ellenberg++at++web.de]
Sent: Thursday, May 27, 2004 5:24 PM
To: info-performer++at++sgi.com
Subject: [info-performer] pfOceanWaterSurface
pfHello
I want to create a realtime flight simulation with Performer
which operates in a maritime environment and I would
love to let the ocean waves look as realistic as
possible, for example with dynamic waves. Has anyone an idea
or experience in which performer techniques would be useful?
Is it reasonable to use pfASD nodes for an dynamic water surface?
Many Thanks
Peter
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