After changing two files, I have ive files loading very fast AND osgconv
converting obj files to osg and ive files very fast.
You'll have to forgive my lack of understanding a lot of the internals of OSG.
The code I changed was due to noticing where bottle necks (for loops) were
occurring
Robert,
While doing some performance testing on the nifty new osgText code, I found
that for every text being drawn there are one or two extra glDrawElements
calls with a count of zero. I was able to eliminate them by checking for an
empty primitive set before this draw call:
On Thu, 19 Jul 2018 at 16:19, James Davis wrote:
> I wanted to see if anyone had a chance to come up with some test code I might
> could try out. Sorry if I sound like I'm nagging. :?
I haven't personally looked at the code since I last replied. Perhaps
others have.
You have full access to
I wanted to see if anyone had a chance to come up with some test code I might
could try out. Sorry if I sound like I'm nagging. :?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74363#74363
___
Hi,
http://forum.openscenegraph.org/viewtopic.php?t=11390
Chris is explaining well here. Hope it helps
Cheers,
Nick
On Thu, Jul 19, 2018 at 12:09 PM Daniel Ponsoda wrote:
> Hi,
>
> I'm playing with the OSG sample code for Android (GLES2) and as I see, it
> attaches user defined GLSL shaders
Hi,
I'm playing with the OSG sample code for Android (GLES2) and as I see, it
attaches user defined GLSL shaders to the drawable objects in order to display
them with the proper shading effects.
Is it not possible to use the OSG API Objects such as Material, Color,
LightSource etc. when
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