it's frustum. If it's culling objects that you think should be in the
> > frustum then perhaps it's just set up with the wrong projection matrix
> > settings.
> >
> > Robert
> >
> > On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak
> wrote:
> >
> > >
&
Hi List,
I've noticed that when using a camera for shadow casting it can often cull
out objects that are just outside of the frustum but cast shadows into the
scene. Is there any way to decouple the camera frustum culling calculation
from the rendering one, even just increasing the culling frustum
glTexStorage is much faster then glTexImage because it allocates the whole
memory buffer in one shot, glTeximage take quite a bit longer to allocate
the memory, not sure if it's 1.x or even longer than that due to
reallocing and moving the memory if needed. I'm running off 3.4 and made a
Does that mean it’s used incorrectly in
OcclusionQueryNode::getPassed()? That was what I was basing my
understanding on.
Gedalia
On Sun, May 13, 2018 at 10:57 AM Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Gedalia,
>
> On 13 May 2018 at 15:27, Gedalia Pasternak <
gt; without anyone noticing. I've removed the duplicate from CullVisitor
> and checked this into OSG master and the 3.6 branch.
>
> Robert.
>
> On 12 May 2018 at 21:34, Gedalia Pasternak <gpaster...@mak.com> wrote:
> > Both CullVisitor and it's base class NodeVisitor have
Both CullVisitor and it's base class NodeVisitor have members named
_traversalNumber. Yielding duplicate member variables with the same name,
and inconsistent behavior depending on how you access the class.
Cull visitor's should be renamed, maybe to _cullTraversalNumber or
something that wouldn't
I've seen a perf hit from using VBO's over display lists, but it's been
worth it to be able to debug rendering with NSight, The modern OSG opengl
clean path has a few other perf hits. The various model/view/projection
matrix should probably be a uniform buffer object, instead of independent
For OpenGL 3.2, I've taken the approach of using an uniform block to
replace the materials, (if you think about this materials are currently
treated as something that is shared between all shaders, which is how they
are implemented in the fixed function pipeline) each material has a buffer
on the
Hello,
I've seen that OSG has some basic primitives for uniform buffers, but
they seem designed for homogeneous data. Most modern engines use uniform
buffers to represent various levels of shader constants based on frequency
of state changing, so you might have a per frame UBO/per pass UBO, a
you might want to look into glVertexAttribDivisor
https://www.opengl.org/sdk/docs/man4/html/glVertexAttribDivisor.xhtml
That would let you make a vbo with 100 offsets in it and then each
instanced draw call would get a different offset.
you can even send down a 4x3 transform matrix by using more
in a glDraw
function after the driver sent the following warning
message = GL_INVALID_OPERATION error generated. Invalid VAO/VBO/pointer
usage.
Anyone else have it working?
-gedalia
On Wed, Nov 9, 2016 at 12:53 PM, Gedalia Pasternak <gpaster...@mak.com>
wrote:
> Hello list,
>
>
Hello list,
I'm wondering if anyone has done performance testing on the new VAO
support in 3.6? I'm using 3.4 and see a significant performance hit when
turning on the GL3 flags and using VBO's, As a test I restored call list
support and saw a significant performance improvement vs the VBO
Thanks Chris,
OSG earth does have some fixes for materials and lighting, but it would
be cleaner if it was part of OSG core. I'm pursing those as well, just
seems like the core libraries should function out of the box, without
spending a week applying patches or workarounds. We've been pursing
Hello,
I'm working on a OSG based rendering engine and we're trying to switch
OSG to run without OSG_GL_FIXED_FUNCTION_AVAILABLE and all the other
deprecated pipeline functions disabled. I'm wondering if there's a road map
for getting OSG to support all the various bits of functionality that
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