On Thu, Jul 15, 2010 at 11:19 AM, Robert Osfield
<[email protected]>wrote:

> Hi Tim,
>
> I haven't yet looked at the submission so can't comment too much on
> the approach.  I was a bit surprised that that it was a StateAttribute
> approach, as I was expecting something more closely aligned to the
> current osg::Uniform support.
>
> Yeah, me too, but the the buffer bindings are global state and not
something that needs to be set per program.

> However, I'm not too familiar with the uniform blocks so I wouldn't
> worry about my own expectations too much - I will have to dive into
> the OpenGL feature, your submission and gets some hardware+drivers
> that support uniforms blocks to learn about them myself.  Now that
> NVidia have released a well balanced Fermi card I'll be upgrading to
> get myself some fully capable hardware, then I'll just have to work on
> the other distractions...
>
> FYI, I'm doing the work on a 8600M. They are a core part of OpenGL 3.3,
which is (well?) supported on that generation of cards.


> At my end I'm juggling a couple of different tasks, some client work
> improving 3D text support, shader composition and family commitments -
> it's school holidays now so lots days out of the office.
> Unfortunately this does mean that I don't have many slots available to
> dive into other topics.  So if you feel comfortable with the approach
> your taking go for it, I'll try to get back and review the changes as
> soon as I can.
>
> Thanks for you patience,
> Robert.
>
> No prob.
Tim


> On Thu, Jul 15, 2010 at 9:30 AM, Tim Moore <[email protected]> wrote:
> > Hi Robert,
> > I'm wondering if you've had any chance to take a look at this submission.
> I
> > know that you're heads-down in shader composition and probably don't want
> to
> > want to think about any large submission, especially one that touches
> state
> > management. However, this doesn't touch State, StateAttribute etc. in any
> > fundamental way. I ask because I'm thinking of going forward in two
> > directions with this: filling in the missing features, and using the same
> > approach to support transform feedback buffers. Do you have any comments
> on
> > the basic approach?
> > Thanks,
> > Tim
> >
> > On Wed, Jun 30, 2010 at 9:07 AM, Tim Moore <[email protected]> wrote:
> >>
> >> Hi,
> >> Here is initial support for uniform buffer objects. The binding between
> a
> >> buffer object and an indexed target is implemented as a new
> StateAttribute,
> >> UniformBufferBinding. I've included an example program based on the code
> in
> >> the ARB_uniform_buffer_object specification.
> >> A few things remain to do:
> >> * The binding between a uniform block in a shader program and a buffer
> >> indexed target number is fixed, like a vertex attribute binding. This is
> too
> >> restrictive because that binding can be changed without relinking the
> >> program. This mapping should be done by name in the same way that
> uniform
> >> values are handled i.e., like a pseudo state attribute;
> >> * There's no direct way yet to query for the offset of uniforms in
> uniform
> >> block, so only the std140 layout is really usable. A helper class that
> >> implemented the std140 rules would be quite helpful for setting up
> uniform
> >> blocks without having to link a program first;
> >> * There's no direct support for querying parameters such as the maximum
> >> block length, minimum offset alignment, etc. Having that information
> >> available outside of the draw thread would make certain instancing
> >> techniques easier to implement.
> >> Tim
> >
> >
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> >
> >
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