Hi Maik,
On 21 April 2013 18:09, maik klein maikkl...@googlemail.com wrote:
Are scenegraphs in general suited for games? Yesterday my professor said
that scenegraphs are too expensive for games. (because of many state
changes)
Your professor is rather out of touch. One of the key points
I am studying computer graphics at my university and I have a few questions
about OSG.
Does OSG use the core profile?
Are scenegraphs in general suited for games? Yesterday my professor said that
scenegraphs are too expensive for games. (because of many state changes)
Unfortunately he didn't
Core profile requires use of vertex array objects, and currently OSG
doesn't support VAO. As a result, OSG can't currently use core profile.
This may change in the future, when someone submits a patch that adds VAO
support.
On Sun, Apr 21, 2013 at 11:09 AM, maik klein
Hi Mike,
in respect to vao you might look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt
to add it.
with this you get a core profile,
Are scenegraphs in general suited for games?
yes, not all games use scenegraphs but most I know - do.
scenegraphs
On 04/22/2013 11:24 PM, Sergey Kurdakov wrote:
scenegraphs are too expensive for games.
it depends, but due to extensive use, scenegraphs like OSG are quite
optimized for minimizing state changes, and thus there are games on
smartphones and PCs which are based on OSG.
The scene graphs are
OSG works fine for my game so far:
http://www.reallyslick.com/retrobooster/I'm making heavy use of model
loading, textures, shaders, nodemasks, render
bins, and deriving Drawables. The linear math classes are very useful
outside of the scenegraph as well. The only serious rendering task I'm not
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