Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in / Register
iMSTK
iMSTK
  • Project overview
    • Project overview
    • Details
    • Activity
    • Releases
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
  • Issues 40
    • Issues 40
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Merge Requests 12
    • Merge Requests 12
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Members
    • Members
  • Activity
  • Graph
  • Create a new issue
  • Commits
  • Issue Boards
Collapse sidebar
  • iMSTK
  • iMSTKiMSTK
  • Issues
  • #12

Closed
Open
Opened Jun 23, 2015 by Sreekanth Arikatla@sreekanth-arikatlaOwner

Update rendering to use the latest OpenGL standard

The code has many legacy OpenGL calls, this costs the framework rendering speed, causes confusion for users, and causes incompatibility with other libraries like Oculus (Oculus' SDK rendering changed, so no longer an issue)

  1. This task would greatly improve performance: Implement a VBO for storage of vertex data on the GPU for any rendered meshes (this might be just smSurfaceMeshes, not sure though).
  2. Create default pass-through vertex and fragment shaders for objects that won't require custom shaders for rendering
  3. Remove all fixed pipeline OpenGL code, and force a shader style rendering that takes MVP matrices
To upload designs, you'll need to enable LFS and have an admin enable hashed storage. More information
Assignee
Assign to
Release 1.0.0
Milestone
Release 1.0.0 (Past due)
Assign milestone
Time tracking
None
Due date
None
Reference: iMSTK/iMSTK#12