I didn't know software rasterizer was used... hmm, but thinking about it, it
makes sense as retrieving info from the GPU has not always been an easy
thing, yet selection buffer exists since a very long time. Anyway, as you
said, higher level knowledge of the scene is definitely an advantage.
I'll t
Hi J-S,
Yes, geometry shaders would be a must for these (and also for subdivision
surfaces). I'd be interested in contributing to these (time permitting, you
know that...), although I first have to catch up with OSG.
Thank you!
Raphael
On Feb 11, 2008 10:29 PM, Jean-Sébastien Guay <
[EMAIL PROTE
- OpenGL selection buffer seems not recommended as a way of picking in OSG,
explicit primitive intersections are used instead. Could someone please
comment on this (why...)?
OpenGL's selection render mode is almost universally implemented via
software rendering, and is therefore painfully slow for
Hello Raphael,
Welcome! Hope you enjoy your time working with OSG, and the community
around it!
> - OpenGL selection buffer seems not recommended as a way of picking in
> OSG, explicit primitive intersections are used instead. Could someone
> please comment on this (why...)?
I'll let others a
Hi everyone,
I am new to OSG, yet intend to use it for some projects. I've been through
implementing some scene graph things before, I find OSG very interesting, I
appreciate tight OpenGL integration (no cumbersome abstractions) and clean
class design. So far I have a few questions regarding some a
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