robertosfield wrote:
The desktop market is already rather stagnant in comparison to the growth of
mobile device,
mindshare and market share are moving away from the desktop to mobile,
with this sea change Microsoft and hence DirectX will be loosing
ground.
I am appalled to see that GLSL
our GLSL code is bug free ... no need of debugging .. *smile*
-Nick
On Tue, Sep 14, 2010 at 5:06 PM, Fred Smith osgfo...@tevs.eu wrote:
robertosfield wrote:
The desktop market is already rather stagnant in comparison to the growth
of mobile device,
mindshare and market share are moving
Dear all,
I want to combine a movie (movie shot by a camera) with some OSG 3D objects. I
already managed to make sure that the position and orientation of the camera
are stored each time a picture is grabbed (as part of the movie). The sequence
of the movie is stored in memory (can choose
Hi all,
i have the following problem with the terrain i have created.
The two snapshots show 4 tiles swapped in, but they are not aligned with the
grid (the texture is well aligned, when is visible).
First
[Image: http://img251.imageshack.us/img251/8871/immagine1rw.jpg ]
After zoom in
Hello everybody,
Can I trouble you with some questions about performance? My situation is
basically this. I have a list of 54 drawables that I'm generating in-code. Not
all of them are necessarily displayed on the screen at any given time, and in
some cases, a certain drawables might be drawn
Hello again,
There is something else that I thought of. Here is a diagram of what one of
these drawables might look like:
http://imgur.com/lefTl.gif
Because of the way that this drawable is generated (by recursively subdividing
a quad), the indices are not necessarily in an order that is
Another thing,
Looking at the GL Trace output in glslDevil, it looks like my program is using
vertex arrays. I can't tell for sure, but I think it is using vertex arrays
because I don't see any calls to glBindBuffer and the pointer used in
glVertexPointer looks like an actual pointer to data
Looks ace Stephan
I've not had a chance to checkout your osgGA changes yet, but now I can't
wait. Also nice to see it's been tested on the IPad, I've only got an IPod
touch so the testing has been pretty limited. I'm getting and IPod touch 4th
gen this week so I can finally use gles 2.0, it's
Hi Frank,
you layout doesn't really look cache friendly. Take a look at the optimizer and
it's options especially INDEX_MESH, VERTEX_POSTTRANSFORM and
VERTEX_PRETRANSFORM.
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/OptimizerOptions
And of course make sure your
Jason Daly wrote:
There is a multiple pointer extension for X (called MPX) that has recently
been added to the X.org server:
http://en.wikipedia.org/wiki/Multi-Pointer_X
(http://en.wikipedia.org/wiki/Multi-Pointer_X)
The latest distributions should have it (I know Fedora has had it
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