How to Rotate a Vertex by a Quaternion in GLSL
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Changes in Unigine Heaven version 2.1Released: 2010-05-24 * Support of OpenGL 4.0, including hardware tessellation * Added stereo 3D support in several modes: o Anaglyph o Separate images o 3D Vision o iZ3D * Several minor optimizations
PlayStation3 Unigine status VPlayStation3 render has been refactored several timesNow we have stable and fast render pipeline without any CPU/GPU sync points. Render present time is always positive and we can hide update, physics and command buffer generation time when GPU renders previous frame. All Unigine demos work stable and without any rendering artifacts. Main bottleneck is GPU and SPU should helps a lot, especially in geometry culling