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/
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