Sheldon Brown (sbrown++at++curly.ucsd.edu)
Wed, 13 Jan 1999 13:03:28 -0800
In the constant evaluation of hardware/software systems for visual simulation,
this has been one of the primary issues that has kept me working with Reality
Engine class systems. Since I have to work on that hardware, the availability
of Performer significantly aids the process, rather then developing our own
scene graph type application on top of OpenGL. I imagine that these systems
don't have the type of hardware accumulation buffers in them to do the scene
antialiasing, but thought I'ld ask.
Sheldon
On Jan 13, 12:10pm, Angus Dorbie wrote:
> Subject: Re: Visual PC Performance
> OK, let's get back to the business of Performer. My apologies for my own
> offtopic contributions. With an announcement like the one SGI just made
> some of the discussions here are understandable but this is not a Visual
> PC, NT or general graphics forum, those are out there if you need them.
> Let's stick to Performer, this list is busy enough already.
>
> Cheers,Angus.
>
> Sheldon Brown wrote:
> >
> > One question I have about this system or any NT based OpenGL systems,
>
> --
> "Only the mediocre are always at their best." -- Jean Giraudoux
>
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/
>-- End of excerpt from Angus Dorbie
-- Sheldon Brown Associate Professor Visual Arts Dept. University of California at San Diego 9500 Gilman Drive La Jolla, CA 92093 voice/fax (619) 534-2423
This archive was generated by hypermail 2.0b2 on Wed Jan 13 1999 - 13:05:34 PST