Hi Paul,
Different drivers manage compilation and linking in different ways on
different drivers so it's hard to give any hard rules.
In general making sure your scene graph is pre-compile before
rendering helps avoid most problems with compiles occur during
rendering.
Robert.
On Tue, Apr 28,
rate.
PhilT
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Robert
Osfield
Sent: 28 April 2009 09:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Shaders Performance Question
Hi Paul
On Tue, Apr 28, 2009 at 11:37 AM, paul1...@yahoo.com wrote:
Thanks Robert,
I am using OSG 2.6 on Linux with NVIDIA Quadro FX 4600 with driver version
173.14.09...
How do I make sure my scene graph is precompiled? I thought OSG took care of
this on its first frame using the
are doing it manually.
I am using osgViewer to render the scene.
Paul P.
- Original Message
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, April 28, 2009 4:29:13 AM
Subject: Re: [osg-users] Multiple Shaders
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Shaders Performance Question
Hi Paul,
Different drivers manage compilation and linking in different ways on
different drivers so it's hard to give any hard rules.
In general making sure your scene graph is pre-compile before
rendering helps
I have multiple shaders. I attach one shader to the root of the scene graph. I
then load in objects and attach one of another set of shaders to the root of
the object and attach it to the main scene graph. When I say attach a shader,
I'm loading a fragment and vertex shader from a file and
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