Hi,
Most of my testing was with a ShapeDrawable with a sphere, and that uses quad
strips. However, I've also tried it with some of OSG's test models, such as
spaceship.osgt, and that specific example only uses triangles and is broken,
too.
Cheers,
Chris
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Hi Chris,
I work almost exclusively with nvidia hardware, but I remember having a
similar problem, that turned out to be related to using triangle strips.
Maybe you can work around by pushing the geometry trough the optimizer to
break triangle strips into triangles?
Laurens.
On Mon, May 20, 2019 a
Ohmagawd,
I have no idea what you guys are talking about, but...
You're from the OpenMW team? I'm in love with Morrowind and played the TES3MP
fork recently. I'm currently building a Skyrim clone in OSG.
https://www.youtube.com/watch?v=DN_G0YQd7qE
https://github.com/otse/MESSIAH/blob/master/src
Hi,
I've been playing around with this, and have an annoying issue. On my machine,
which runs Windows and has a Radeon Vega 56, using three viewports with
geometry shader instancing makes some triangles go missing in the second and
third viewports. This happens in my own application and in a sl
Thanks Voerman. I'd looked through the examples for other things, but not for
multiple viewports, so missed that. It seems to be a good starting point once I
switched the GLSL extension from the NV variant to the ARB one. Despite not
being core until OpenGL 4.1, it looks like multiple viewports
Hi Chris,
This is the idea I wanted to try myself some day but the day for this never
came. I probably would attempt the method described here
https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass
(see
answer with 4 likes).
Cheers,
Wo
Hi Chris,
I did something similar a using multiple viewports, and created the
osgshadermultiviewport example to preserve some of the work I did.
It might be dependent on nvidia hardware (the extention strings suggest
so).
I do remember some discussion about layered framebuffer attachments, but
don'
Hi Chris,
On Wed, 15 May 2019 at 00:32, Chris Djali wrote:
> I'm investigating using a geometry shader to render multiple shadow map
> cascades in one pass in OpenMW. While I've heard conflicting (but mostly
> negative) accounts of how much additional performance this can bring, I
> reckon it'
Hi,
I'm investigating using a geometry shader to render multiple shadow map
cascades in one pass in OpenMW. While I've heard conflicting (but mostly
negative) accounts of how much additional performance this can bring, I reckon
it's likely to help, as OpenMW uses a ridiculous quantity of tiny d
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