Re: Visual PC Performance

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Sheldon Brown (sbrown++at++curly.ucsd.edu)
Wed, 13 Jan 1999 13:03:28 -0800


It's a lot more relevant then the endless blather about when the next millenia
begins.

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

sgbrown++at++ucsd.edu http://www-crca.ucsd.edu/~sheldon


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