Re: [osg-users] porting old code to the latest osg issues

2016-09-04 Thread Trajce Nikolov NICK
Robert, are there any changes in the shader management, I mean are the shaders changed by the OSG code somehow (I am using the built-om uniforms)? Here is my shader source line: "varying vec4 projShadow;\n" that apitrace logs as (this is being compiled but differs from the original shader

Re: [osg-users] Inherit parts of shader program

2016-09-04 Thread Ravi Mathur
Makes sense. My situation is simple; I have no need to override parts of shaders, just load a few fragment shaders from files. So I'm going with the simple approach of an osg::Program per osg::Drawable, with a shared Vertex osg::Shader and separate Fragment osg::Shaders. Thanks for clearing

Re: [osg-users] Inherit parts of shader program

2016-09-04 Thread Robert Osfield
HI Ravi, No matter what approach you take there will be separate OpenGL program object built and need to be bound. You can do this explicitly by creating your own osg::Program and assigning them to the scene graph or have this done implicitly by the OSG's backend by the utilising the #pragmatic

Re: [osg-users] PagedLOD glitches

2016-09-04 Thread Robert Osfield
On 3 September 2016 at 22:56, Andreas Ekstrand wrote: > Thanks, Robert and Chris! I built the quadtree myself and I had indeed > messed up the scene graph. Doing everything by the book works much better, > it runs smoothly now. That's great to hear. Robert.

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-09-04 Thread Robert Osfield
Hi Julien, Updating VAO's isn't particularly costly in itself, the cost that Jannik was seeing was entirely down to the fact that the when you use DrawThreadPerContext the next frame is held back until all StateSet and Drawable's that have been dispatched. The solution for Jannik was nothing