This new technique levels #pragma(tic) shader composition to enable one to toggle on/off features in the shaders at runtime in a way that is as convenient to use as toggle modes in a fixed function pipeline scene graph. The new scheme enables paged terrain that work robustly on smaller hardware, or with far higher loads without framedrops. * New osgTerrain::DisplacementMappingTechnique to uses vertex, geometry and fragment shader based displacement mapping technique that dramatically lowers the CPU and GPU memory footprint and bandwidth needs for the same visual quality.
* New #pragma(tic) composition shader functionality built into the core OSG that provides a easy to use yet flexible scheme for controlling and composing shaders at runtime levering GLSL support for #define and #pragma. OpenSceneGraph 3.4 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems. OpenSceneGraph 3.4 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance.
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PERTHSHIRE, Scotland - 12th August 2015 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.4, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 3.4 release introduces shader composition, new osgUI library, displacement mapping, volume rendering, lua scripting support and much more