OpenSpace
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This is the official GitHub repository for OpenSpace: an open source astrovisualization project. For instructions on how to build and run OpenSpace, see the Getting Started Guides on the wiki page at...
The `Renderable` base class should be cullable using its bounding sphere. The renderer should test each renderable if it is cullable before rendering it, so when creating a renderable sub...
Use case: Changing properties in advance of an event and being able to save these changes to disk to be copied to the `postInitialization` function. It should only write out...
Since the Pascal generation, Nvidia supports two outputs from a Vertex shader to generate two viewports simultaneously. We should make use of this in the rendering pipeline: https://www.khronos.org/registry/OpenGL/extensions/NV/NV_stereo_view_rendering.txt
For the master node, updateScene is called twice, which wastes a lot of time. https://github.com/OpenSpace/OpenSpace/blob/master/src/engine/openspaceengine.cpp#L1031 https://github.com/OpenSpace/OpenSpace/blob/master/src/engine/openspaceengine.cpp#L1057 I started documenting our current render loop, to see what we can do about...
The layer types `TileIndexTileLayer`and `TileIndexTileLayer` make use of font rendering to render text on to tiles. However, the text is rendered to tiles which get cached and takes up memory,...
Temporal tile layers are dependent on GDAL but does not in principle have to be. The reason it is dependent on GDAL is because it uses GDALs XML parser to...
In order to reproduce this problem one can use the following camera parameters: return { Focus = "Earth", Position = {71275894122.266785, 72569649449.051956, -112030684454.886597}, Rotation = {0.571726, 0.507022, 0.224991, 0.604515}, }...
Showing the MissionPhases struct in a UI element inside the CEF GUI.
Tested: 2784x2784 didn't create a window; framebuffer of that size in a smaller window works however
The uniform `textMinSize` is not used anymore(?) in the shader if the `IgnoreUniformLocationError` is disabled. Should it be used in the shader or does it depend on the shader used?...