Hi Deniz,
re compilers, I would vote for cross-platform (any), osg alike
Nick
On Fri, May 16, 2014 at 11:57 AM, Jaime wrote:
> I agree on improving shadows.
>
> For example, 'advance' shaders (using attrib vertex) with shadows. Nick
> and I were talking about this a few time ago.
>
>
I agree on improving shadows.
For example, 'advance' shaders (using attrib vertex) with shadows. Nick and I
were talking about this a few time ago.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59456#59456
__
I vote for GCC (MinGW in case of Windows) :)
2014-05-16 14:55 GMT+07:00 deniz diktas :
> Hi Nick,
>
> ok, added to my list. Starting with multiple shadow-casting lights seems
> like the first thing to start with, nearly everyone wants it.
>
> Could you guys also comment on which compiler &/platf
Hi Nick,
ok, added to my list. Starting with multiple shadow-casting lights seems like
the first thing to start with, nearly everyone wants it.
Could you guys also comment on which compiler &/platform you would like to use?
Currently I am using VS2013 but it seems like I should implement agains
Hi Deniz,
I would like to see skinned instancing in OSG and more lighting, like
multiple lights casting shadows etc
Nick
On Thu, May 15, 2014 at 9:37 AM, deniz diktas wrote:
> Hi,
>
> Thanks for the feedback. I have read Wang's book, you are right about the
> contents of his work. I am thinki
Hi,
Thanks for the feedback. I have read Wang's book, you are right about the
contents of his work. I am thinking of adding more features: a number of
different implementations of shadow-maps, post-processing effects, mirrors,
light-culling etc. So feel free to let me know if you want some spec
Hi.
I think it would be good to join forces with Wang Rui on Effect Compositor:
https://github.com/xarray/osgRecipes/tree/master/effectcompositor
I've used it for deferred rendering, normal mapping, glow mapping, parallax
mapping, cube mapping ( http://youtu.be/MczUHwixPYU ) and liked it very
much.
Hi all,
I have been thinking about implementing an open-source high level library on
top of OSG supporting advanced lighting and rendering features. I wanted to ask
all of you if there are specific features you would like to see. As an example:
in one of the recent posts I have read that there
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