Hi Radu

On 10 June 2014 19:29, Radu Marin Butoi <[email protected]> wrote:
> Thanks for your answer. It seems handling 3D meshes is more difficult then I
> would have expected. However, I am not able to use geometry shaders because
> the application is meant to run on a variety of hardware, going as low as
> OpenGL 3.0 (which doesn't have them as far as I know).

You can use geometry shader via OpenGL extensions, you don't need
OpenGL 3.0, OpenGL 2.0 + extensions is fine.  Mostl modern hardware
support geometry shaders now and has done for a number of years.

> Is there a way to do
> this in the conventional fixed function pipeline? It works almost well
> enough, since this flat shading and normal generation is the only problem it
> has.

If you are using the fixed function pipeline then you'll need to
either duplicate vertices and normals to get the faces or use flat
shading rather than gouraud (smooth) shading.  To control the shading
model use include/osg/ShadeModel, these wraps up glShadeModel so have
a look at online documentation for it.

What you could do is have two techniques, one geometry shader based
which is fast and efficient, and a fallback which is fixed function
pipeline that is slow and bloated but at least still works.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to