Re: Ocean Simulator: The research continues...
Moderators: jesterKing, stiv
-
- Posts: 0
- Joined: Sun Nov 21, 2004 7:52 am
I figured that'd be an issue too. Here is a free, efficient alternative to FFTW: http://ldesoras.free.fr/prod.html. I've used it before for audio eq work; I have no idea if it provides the features you need.simonharvey wrote:I dont think it will make it for 2.36, because of time constraints and also the politics of adding 3rd party libraries to the blender codebase.
EDIT: Now that I look at it, it seems you'd probably need 2d transformations and that library wouldn't work. Hmmm. Is there, at least, a test build for Windows we could play with?

Why would FFTW be a problem, since it is GPL?I dont think it will make it for 2.36, because of time constraints and also the politics of adding 3rd party libraries to the blender codebase.
We have external libraries for a number of other things, so I don't see why a highly useful library such as FFTW would be a problem. Ask Ton (kaito) on irc, or ask on bf-committers.
A fast fourier library will be needed for a number of effects simulation tools such as smoke, fluids, etc. So FFTW is generally useful.
LetterRip
-
- Posts: 0
- Joined: Tue May 18, 2004 8:11 am
I have had a couple of hours spare and I have decided to implement an OceanFFT texture module to allow the artist to use the smaller wave detail without having to use hundreds of thousands of verticies,
I have implemented a GUI, and the texturing code and I am currently on the Pre render setup function however I have come up against a compile problem:
I get:
On the following line:
The compiler that I am using is GCC 3.3.2-1. I imagine that other blender developers have run into this problem, my question to you is: How did you get rid of the error?
Kind Regards
Simon Harvey
I have implemented a GUI, and the texturing code and I am currently on the Pre render setup function however I have come up against a compile problem:
I get:
Code: Select all
source/blender/render/intern/source/renderPreAndPost.c:127: error: dereferencing pointer to incomplete type
Code: Select all
tex= G.main->tex.first;
Kind Regards
Simon Harvey
-
- Posts: 0
- Joined: Tue May 18, 2004 8:11 am
I have had a friend tell me what the following error was:
So if anybody did/does know you dont need to post here.
Kind Regards
Simon Harvey
Code: Select all
source/blender/render/intern/source/renderPreAndPost.c:127: error: dereferencing pointer to incomplete type
Kind Regards
Simon Harvey
-
- Posts: 0
- Joined: Tue May 18, 2004 8:11 am
Hi All
Well after getting rid of my compile time bugs and typing in the command at the prompt I have managed to get:

This shows the texture GUI code (as it stands).
Once finished you will be able to either create a texture OceanFFT either by taking the data from an OceanFFT effect, or by generating it from the parameters you see in the screen shot.
What you cant see is the texture mapping code in the background that has been implemented, unfortunetly OceanBlender? still segfaults when anything is being accessed, so I guess that their is still more debugging to do.
I guess that is it for now.
Kind Regards
Simon Harvey
Well after getting rid of my compile time bugs and typing in the command at the prompt I have managed to get:

This shows the texture GUI code (as it stands).
Once finished you will be able to either create a texture OceanFFT either by taking the data from an OceanFFT effect, or by generating it from the parameters you see in the screen shot.
What you cant see is the texture mapping code in the background that has been implemented, unfortunetly OceanBlender? still segfaults when anything is being accessed, so I guess that their is still more debugging to do.

I guess that is it for now.
Kind Regards
Simon Harvey
Ditto what harkyman said. Doing it as a texture is very cool, but please don't neglect the 'effect' version. The problem with a displacement texture is that you can't really see what it will turn out like in the 3D View, and makes it impossible to do things like floating buoys/ships with vertex parenting.
Using the effect in combination with the texture would be very cool though (if you got the same result from both the effect and the texture). You could subdivide your mesh to a medium detail and use the effect with live previews in the 3D View, but use the texture on top of the mesh as a displacement map and/or bump map, for the extra fine details at render time.
Cheers
Using the effect in combination with the texture would be very cool though (if you got the same result from both the effect and the texture). You could subdivide your mesh to a medium detail and use the effect with live previews in the 3D View, but use the texture on top of the mesh as a displacement map and/or bump map, for the extra fine details at render time.
Cheers