Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw another requirement into the mix, I don't think we can use
vertex shaders,
Hi Andrew,
Vertex indices are just available for backwards compatibility, I would
not recommend using them at all as they force the OSG down on to slow
paths where it assemble the actual data to send to graphics card on
each frame, as graphics cards do not support per primitive normals, or
2009/11/9 Andrew Burnett-Thompson aburnettthomp...@googlemail.com:
Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw
Hi Andrew,
Just to throw another requirement into the mix, I don't think we can use
vertex shaders, as we cannot guarantee what hardware the software will
be run on. Basically integrated graphics is the lowest possible
hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but
you
Hi there,
Jean
Well you're kind of juggling conflicting requirements. You want the app
to run on low-end graphics, but you want to reduce its CPU-side memory
usage to a minimum by not storing normals.
Well it's just a typical project really, everyone wants the moon on a stick
and they don't
Hi,
Interresting links about compact normal and more :
http://aras-p.info/blog/2009/08/04/compact-normal-storage-for-small-g-buffers/
http://aras-p.info/texts/CompactNormalStorage.html
and
http://c0de517e.blogspot.com/2008/10/normals-without-normals.html
yann
On Fri, Nov 6, 2009 at 10:51 PM,
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