Hello Gerrit, > > > Hi, > > On Tue, 2013-01-29 at 18:48 +0100, Alexander Lang wrote: >> Hi, >> are there any plans to support GL instancing, i.e. drawing multiple >> instances of one object with a single call to glDrawArraysInstanced/ >> glDrawElementsInstanced within OpenSG? > > I'll look at it once I got a little further with Johannes's problem. > Short question are you just looking for the instanced draw calls (which > should not be that difficult). Per instance attributes might take a > second longer, uniform blocks the longest. Which variant would you > urgently need ? > > > kind regards > gerrit >
thank you for looking into it. I would like to be able to specify the geometry as a OSG::Geometry core once or infrequently, and have the instance data in a textures or buffers, referring to the per-instance data by indexing into them via the gl_instanceID variable in the shader. The number of drawn instances could vary between frames. If by instance attributes you mean per instance data in buffers in combination with glVertexAttribDivisor (in ARB_instanced_arrays), that would be great. But i guess if the instance data is in textures only, the draw call as specified in ARB_draw_instanced would suffice. Uniform blocks are not necessary for the time being, i think. Thanks again. Kind regards, Alexander ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
