Hello,

As promised, today I send you my finished and polished ClusterShading example. 
It is based on:

Ola Olsson et.al
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
High Performance Graphics (2012), pp. 1-10
C. Dachsbacher, J. Munkberg, and J. Pantaleoni (Editors)

This invention describes the clustering the view frustum and population of 
these clusters by lights contributing to the shading of the cluster's 
fragments. Light lists are generated for each cluster and evaluated in the 
fragment shader.

Additionally I have used the

SIGGRAPH 2015 course "Real-Time Many-Light Management and Shadows with 
Clustered Shading"
https://newq.net/publications/more/s2015-many-lights-course

I have implemented the example in a classic forward rendering setup and hope 
that it makes its way into OpenSG and that is useful for anyone.

Additionally, the patch contains small enhancements to the MultiLightChunk and 
corrections to the examples basing on this chunk.

@Carsten: The patch does also contain the MultiPropertyUBOChunk and 
MultiPropertySSBOChunk classes which I have forgotten to add to my recent patch 
' ssbo_ubo_opensg.patch'.  There, I did introduced common base classes for the 
various UBO and SSBO classes, and I adapted these two missing guys also.

Best,
Johannes


Attachment: cluster_opensg.azip
Description: cluster_opensg.azip

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