The depth-pass-only pass is a well known optimization, but the fact it
is not helping implies that our bottleneck is not in fragment
processing.
Most of the discussion is drifting a bit over my head now, but I'm pretty sure
that's not what I am talking about.
I am talking about a situation
Hi,
On Sunday, July 22, 2012 01:17:43 Tim Moore wrote:
That is a big problem, but we also have CPU bottlenecks upstream too.
I agree.
The scenegraph structure is not well suited. But therefore at the first cut I
hope to simply get less tiles and models present by a better lod structure.
Hi Tim,
The mentioned commit breaks scenegraph picking.
For reference take the c172 door handle that opens the dor but never closes it
anymore. Well, except you click at the position where the untransformed door
handle would be.
Also I have some issues with this.
I agree that we should move
On 21 Jul 2012, at 21:46, stefan riemens wrote:
Obviously, I think the best choice of these is to switch to osgWidget,
and I'm willing to take that task upon me.
I've made a clone on Gitorious, with a osgWidget MenuBar
implementation. Its currently pretty quick and dirty, and looks
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