Hi,
It looks like this has fallen off the radar again as it's been a month. I'd
still rather fix this in a robust way rather than making a guess as to the most
sensible approach and creating maintenance problems down the line.
Thank you!
Cheers,
Chris
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Thanks Voerman. I'd looked through the examples for other things, but not for
multiple viewports, so missed that. It seems to be a good starting point once I
switched the GLSL extension from the NV variant to the ARB one. Despite not
being core until OpenGL 4.1, it looks like multiple viewports
Hi Chris,
This is the idea I wanted to try myself some day but the day for this never
came. I probably would attempt the method described here
https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass
(see
answer with 4 likes).
Cheers,
Hi Chris,
I did something similar a using multiple viewports, and created the
osgshadermultiviewport example to preserve some of the work I did.
It might be dependent on nvidia hardware (the extention strings suggest
so).
I do remember some discussion about layered framebuffer attachments, but
Hi Chris,
On Wed, 15 May 2019 at 00:32, Chris Djali wrote:
> I'm investigating using a geometry shader to render multiple shadow map
> cascades in one pass in OpenMW. While I've heard conflicting (but mostly
> negative) accounts of how much additional performance this can bring, I
> reckon
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