Farshid, Thanks a lot. That would've been a b*tch to find myself. Although, using point sprites sounds like a lot of work. I think I'll try to override applying the shader to light points, and see what happens.
Zach -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Farshid Lashkari Sent: Monday, November 13, 2006 14:57 To: osg users Subject: Re: [osg-users] Light points render slooooooooow Hi Zach, On 11/13/06, Zach Deedler <[EMAIL PROTECTED]> wrote: > Yes, removing the shaders causes it to render just fine. Somehow, > shaders applied to light points causes big problems. > > Anybody else use light points in there scenes with glsl shaders? It seems that enabling GL_POINT_SMOOTH with fragment shaders causes the driver to go into software mode. I found the following pages on the OpenGL message board that seems to verify this: http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=013811# 000000 http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=013508# 000008 It seems the only workaround is to use point sprites. -Farshid _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
