Inside my scenegraph i have a ReaderWriter node, which basically render opengl
stuff to a texture. This is not working if i try to run my osg project wrapped
in a opengl app /plugin with a GraphicsWindowEmbedded view.
main loop:
Code:
void osgplugin::draw( bool on )
{
GLint currentFram
I, personally, wouldn't be in such a rush to implement RTX support. The
graphics card can only handle 1 ray-tracing feature at acceptable framerates.
We are using OSG for terrain generation and I see rendering triangles fast
enough along with managing high res textures as still being a #1 prio
Well, I was wondering if there was an OpenGL RTX API anywhere, but it
doesn't seem there is.
Vulkan would appear to be the way to go for the future, but since that's
not ready for the oven yet (don't even have all the mise en place), it
might be we just have to make a utility library to shovel OSG
Hi,
I know only few things about nvRTX technology, but
I believe you're thinking belong opengl or vulkan specification talking about
RTX integration.
Focus on the spec before going further
Cheers
Terry Welsh wrote:
> My research tells me that a) hybrid rendering like RTX is the way to
> go
Hi,
I have a scenegraph which carries an LOD top level node with 2 children.
Each child has it's own range values, 0 to 5000 and 5001 to 25000.
I have an osgGA::GUIActionAdapter computing the intersections on a mouse click
area in a handle function. It recognizes any node in the LOD that has a
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