Hi all,
I've gotten Yvonne's FBOViewport to work and I added support for depth
texturing, and fixed the texture target issue (defaults to GL_TEXTURE_2D
if it is GL_NONE).
There might be some bugs in there as well, but the new thing is that it
allows you to attach a texture with internal format G
Hi,
I'm currently trying to find a bottleneck in my
application, so I use the SimpleStatisticsForeground.
I'm observing that performance drops significantly
when I use a ShadowMapViewport instead of a normal
viewport (no surprise, the scene is rendered twice, etc).
The only thing is that the Simp
Hello Antonio,
I don't think there is another way, OpenSG has no internal list for this
and I guess Dirk will refuse to put one in, since its more an
application specific problem ;-)
Chers
Matthias
On Monday 05 June 2006 12:04, Antonio Bleile wrote:
> Hi Matthias,
>
> > Hello Antonio,
> >
> >
Hi Matthias,
> Hello Antonio,
>
> do you want to collect only all materials within a subgraph, or do want
> them to be unique (maybe these materials are used elsewhere within the
> scene ?)
>
> Collecting materials is easy, simply write a traversal that collects all
> materials of a geometry and
Hello Antonio,
do you want to collect only all materials within a subgraph, or do want
them to be unique (maybe these materials are used elsewhere within the
scene ?)
Collecting materials is easy, simply write a traversal that collects all
materials of a geometry and materialgroup. There shoul
Hi Enrico,
the performance drop is
because of your “addMaterial” method.
It does insert the
polygonchunk for each geometry in the graph,
so if many geometries
share the same material you insert the
chunk every time. Check
if your chunk is already present in
the material…
That