Hi,
Should this be done within VertexShader using GLSL? I tried to create a light
following the osglight example, but it did not make any difference.
Cheers,
Maurizio
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http://forum.openscenegraph.org/viewtopic.php?p=18417#18417
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Hi Maurizio,
Maurizio Lodo schrieb:
Hi,
Thanks Peter for your very helpful reply. I have sorted that issue thank to
your pointers.
Now I have only one more question then I promise I won't bother you anymore. It
seems that when I generate my model using the simple geometries I created and
usin
Hi,
Thanks Peter for your very helpful reply. I have sorted that issue thank to
your pointers.
Now I have only one more question then I promise I won't bother you anymore. It
seems that when I generate my model using the simple geometries I created and
using VertexShader, the resulting cube, for
Hi Maurizio,
Maurizio Lodo schrieb:
Hi all,
Finally I found some time to play with this. Thanks to your words of wisdom, I
have decided to create my cylinder geometry. I used the drawinstanced example
as a template and I managed to generate the cylinders, translate them and
rotate them as I w
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maurizio
Lodo
Sent: Wednesday, October 14, 2009 3:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] how to improve frame rate of my scene with lots of
cubes and cylinders?
Hi all,
Finally I found some
Hi all,
Finally I found some time to play with this. Thanks to your words of wisdom, I
have decided to create my cylinder geometry. I used the drawinstanced example
as a template and I managed to generate the cylinders, translate them and
rotate them as I want.
However I notice that when I get c
Thanks for your replies!! I have been reading through this forum and googled a
lot and it seems the best solution for my problem would be to create a
simplified cylinder geometry (which I have done), divide all the cylinders into
bins (by diameter, as they will have all the same length), and use
Hi there, this is a quick response as i'm on my pda
If you look in the implementation of shapedrawable, drawcylinder
function, i believe the vertex locations for cylinders are calculated
on each draw, using sin and cos!
Also note the matrices for positionattitudetransforms are computed per frame
Hi,
I suppose you get many messages like this, so I apologise in advance.
My scene is made of cubes and cylinders generated using ShapeDrawable.
First I generate a large "cell" made of 1000 large cubes and up to 3000
cylinders and then a smaller "cell" made of the same number of elements, just
s
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