Hello, what is the policy regarding vertex and geometry shaders in a cluster environment? With vertex and geometry shaders, OpenSG loses some control over the geometry as the user is able to transform the geometry arbitrarily beyond the standard model-view-projection transformation.
Obviously, frustum culling and ray-cast picking via IntersectAction will not work as expected since OpenSG works on the untransformed bounding volume. A solution for picking would be to use Color Picking with an ID-Buffer as demonstrated by the idbuffer.cpp example. Are there any other areas within OpenSG that exhibit problems with geometry that is heavily transformed by vertex/geometry shaders? Especially in a cluster environment like a CAVE, will you have to expect display artefacts? Thank you for your answer. Kind regards, Alexander Lang ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users