Hello Emre,
> I have a nvidia g80 to use with geometry shaders but I don't know much about
> how to use them. If anyone have a knowledge on this topic we can collaborate
> on an osg implementation. It can be an interesting topic to work on.
As Glenn mentioned, a general interface with multiple rendering
backends would be the best implementation. Making one backend first
though is OK, as long as the interface is general enough.
You might want to wait for Mike's integration of geometry shaders into
the OSG so that the geometry shader side is more generalized.
I think the GLU implementation would be less work, as GLU essentially
does all the work for you - you just give it the parameters of your
curves/surfaces and it does the rest. I can supply a simple,
straight-OpenGL/GLU/GLUT example if you want.
For geometry shaders you would have to implement the tessellation
yourself, I guess. The main advantage would be speed, I would imagine,
though some actual benchmarking would be nice. I have no experience
with geometry shaders either, so I can't vouch for how easy/fast such
an implementation would be.
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
----------------------------------------------------------------
This message was sent using IMP, the Internet Messaging Program.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org