Hi Jeremy,
And as far as performance is concerned: how often is this rendering
paradigm used in high-fps applications?
Games like Killzone 2 are using deferred rendering
(http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf)
in conjunction with 'Multiple Render Targets' to
Hi Ben,
There isn't 1:1 mapping between standard OSG paging and the tweaks to
it that the TerraPage plugin introduces to get things to work the way
terrapage is designed to work, given this you can't just load and save
the data and get the same result using standard OSG nodes and paging.
Robert.
Hi Jeremy,
osgPPU is absolutely what you're looking for, just take a look to it's
examples, it's a really powerful toolkit.
Cheers,
On Tue, Sep 20, 2011 at 8:38 AM, Daniel Trstenjak
daniel.trsten...@science-computing.de wrote:
Hi Jeremy,
And as far as performance is concerned: how often
airion wrote:
Hello,
did anyone try to use osgPPU with GLES 2.0 ?
Would it be difficult to do the adaption for ES? Which parts of the library
might be affected?
Regards,
--Alex
Hi Alex.
Unfortunately I am not familar with GLES, hence cannot really help you out
here. However, the
Hi all,
totally agree with you Serge. I wonder why its not part of osg core. Is
there any chance that this might happen ?
Cheers, PP
Hi Jeremy,
osgPPU is absolutely what you're looking for, just take a look to it's
examples, it's a really powerful toolkit.
Cheers,
On Tue, Sep 20, 2011
Hi PP,
On Tue, Sep 20, 2011 at 1:27 PM, PP CG p...@cg.uni-saarland.de wrote:
totally agree with you Serge. I wonder why its not part of osg core. Is
there any chance that this might happen ?
A year or so ago I did a review of osgPPU and didn't feel that it's
design didn't fit well enough in
Hi Robert,
yes I read this one. In that thread you are talking about refactoring
lot of code. Could you give some more specifics about the way you would
like it implemented, or changed ? I'd like to work on it if I find time,
and the maintainer is fine with it.
Cheers, PP
Hi PP,
On Tue,
Hi Ulrich,
you mentioned that you're debugging an other problem. Is it possible that
you're mixing
debug and release binaries? E.g. debug build of your project with OSG release
libraries?
Thanks for your fast reply! In fact, I did not debug *another* problem, but the
described heap damage
Hi PP.
On Tue, Sep 20, 2011 at 1:51 PM, PP CG p...@cg.uni-saarland.de wrote:
yes I read this one. In that thread you are talking about refactoring lot of
code. Could you give some more specifics about the way you would like it
implemented, or changed ? I'd like to work on it if I find time,
Hi all,
And as far as performance is concerned: how often is this rendering
paradigm used in high-fps applications?
Games like Killzone 2 are using deferred rendering
(http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf)
in conjunction with 'Multiple Render Targets' to achieve
Hi,
Am 02.09.11 23:46, schrieb Tobias Weißhaar:
I dont know whats the problem because the actual version of cmake is
installed and the gcc is also actual because the compiler will be installed
automatically with the installation of Xcode or?
it seems that xcode4 is incompatible with cmake
Deferred shading is orthogonal to post-render RTT passes. Its goal is
not to speed up post-render RTT passes, it's to support large number of
lights and decouple shading from geometry (essentially, lights become
constant-cost and each visible pixel is shaded exactly once instead of
It's puzzling why the initial page-in of the highest LOD is so slow. My
apologies for long post (trying to be complete in description).
As a test, I removed all the directory children nodes except for 1 cell. The
original directory structure consisted of 2 levels (1st containing 26 children
Hi Daniel,
Well, the MRT is the performance part, without it, multiple render
passes have to occur, and deferred shading wouldn't be possible for
highend games.
The original question was about post-render RTT passes, not deferred
shading. Obviously without MRT, deferred shading would not be
On 09/14/2011 11:50 AM, Paolo Piazzi wrote:
Hi,
now vrml plugin works! I can see almost snoman.wrl, but without animation and withot
arms. Probably there is something wrong in the plugin or in the interface
with openvrml libs.
The error are Impossible to find the specified module and no
Hi,
You should be able to load Geotiff but you may need to 'pre-load' the gdal
library.
Try osgViewer -e gdal --image [mygeotiff] and see if that shows the image.
If it does then you need to search for preload plugin and follow the
examples. I don't remember how to do it in code.
Thank
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