On 28 January 2015 at 09:29, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Robert,
Did you have a chance to look into this?
Sorry not yet.
Currently wrapping my head around controlling shaders in a more compatible
way to old fixed function pipeline.
Robert.
the idea is to have a bumpmapped OSG object that displays fine on older
hardware (5 year old Intel chips, I am looking at you)
Then I can put a better GLSL fragment shader on top if the hardware permits.
Christian
2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt
Hi all,
I was wondering if there are commonly used conventions which texture units
do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
Now what if the
Hi Christian
Hi all,
I was wondering if there are commonly used conventions which texture
units do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
Hi Robert,
Did you have a chance to look into this?
Hi Robert,
Attached is a link[1] to the database build with the current trunk of
OSG and VPB.
It works as intended with the trunk osgviewer.
However, I think I just found the next issue :-(
I cannot use vpbmaster anymore for compiling. It
The Intel GMA series (945, ...) is notorious for not supporting OpenGL 2.0,
and being stuck
at the level of ARB vertex and fragment shaders (assembly language shaders,
yummy)
Okay, it's a bit older than 5 years.
Christian
2015-01-28 13:24 GMT+01:00 Sebastian Messerschmidt
Am 28.01.2015 um 13:11 schrieb Christian Buchner:
the idea is to have a bumpmapped OSG object that displays fine on
older hardware (5 year old Intel chips, I am looking at you)
Which one exaclty? Which OpenGL version supported?
I'v started shader programming like 2004/05 on a GeForce 4400 Ti,
Am 28.01.2015 um 13:45 schrieb Christian Buchner:
The Intel GMA series (945, ...) is notorious for not supporting OpenGL
2.0, and being stuck
at the level of ARB vertex and fragment shaders (assembly language
shaders, yummy)
Jesus.
Okay, it's a bit older than 5 years.
:-)
Okay, but the
Hi Community,
I read the shader composition code and the used classes - which are really
without any documentation :-). Can someone give a fast intro into this, the
sample for example?
Thanks a bunch as always
Nick
--
trajce nikolov nick
___
Am 28.01.2015 um 10:32 schrieb Robert Osfield:
On 28 January 2015 at 09:29, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Robert,
Did you have a chance to look into this?
Sorry not yet.
Currently wrapping my head around
Hi,
I am sorry to bother everyone, but I have a problem that I cannot solve and a
favour to ask...
I am currently looking into the provision of a PDF reader for Android that can
cope with different forms of multimedia. This is essentially so we can offer
Service Manuals with interactive
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