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* work out what is needed for [https://forum.flightgear.org/viewtopic.php?f=71&t=27985&p=264718&hilit=synthetic+terrain#p264718v synthetic terrain views] [http://www.aircraftspruce.eu/catalog/graphics/10-03932s.jpg] | * work out what is needed for [https://forum.flightgear.org/viewtopic.php?f=71&t=27985&p=264718&hilit=synthetic+terrain#p264718v synthetic terrain views] [http://www.aircraftspruce.eu/catalog/graphics/10-03932s.jpg] | ||
* support effects/shaders: This is fairly straightforward to do, just create a EffectsGeode, fill it with a "compiled" .eff, and substitute the standard osg::Geode for it. But I don't think that's going to give us the flexibility we need. A shader won't be able to access several canvases at the same time if we do things that way. | * support effects/shaders: This is fairly straightforward to do, just create a EffectsGeode, fill it with a "compiled" .eff, and substitute the standard osg::Geode for it. But I don't think that's going to give us the flexibility we need. A shader won't be able to access several canvases at the same time if we do things that way. | ||
== Performance / Optimizations == | |||
* use PBOs [http://forum.openscenegraph.org/viewtopic.php?t=10713&view=next] | * use PBOs [http://forum.openscenegraph.org/viewtopic.php?t=10713&view=next] | ||
* consider hooking up the whole thing to the FGStatsManager (OSG stats) ? | |||
== C++ == | == C++ == |