This is a true statement for the parametric surface stuff. In a previous life when I worked on OpenGL drivers, evaluators were always implemented in the "slow" path...
-Shayne -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, February 15, 2011 12:23 PM To: [email protected] Subject: Re: [osg-users] Marching Cube Example? Hi David, > Well, I think the question was is there any examples of OSG doing that kind > of stuff and I don't recall anything! In fact I've seen one exaple that even > segest the usage of nerbs and only a token segestion of using shaders in OSG! > > :x Somthing they need to work on, or so I think! NURBS are not that useful in real-time 3D for now, graphics cards concentrate on polygon rendering and OSG focuses this as well. OpenGL (actually GLU) has some evaluators that allow specifying curves and surfaces which it will internally tessellate into polygons, but I think this is not that efficient. If you want such functionality, I think osgModeling (an external library built on top of OSG) provides it. As for shaders, I think you haven't looked that hard, there are many examples in the OSG sources and the examples of using shaders in OSG. Hope this helps, J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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