Hi Tim,

Thanks for your patience and updating the submission.  I haven't yet
purchased myself a new card.  I'll order one this week and finally
I'll have the ability to test and dive into this topic.

Cheers,
Robert.


On Mon, Oct 4, 2010 at 6:14 AM, Tim Moore <[email protected]> wrote:
> Hi Robert,
> I'm resubmitting my Uniform Object Buffer patch against the current sources,
> as I fear the original may have gone a little stale. Also, I'm not sure if
> you were waiting for me to implement more of the "to do" list I included; I
> haven't done that yet, as I've been waiting on the patch to be committed :)
> Thanks,
> Tim
>
> On Thu, Jul 15, 2010 at 11:34 AM, Tim Moore <[email protected]> wrote:
>>
>>
>> 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
>>> >
>>> >
>>> > _______________________________________________
>>> > osg-submissions mailing list
>>> > [email protected]
>>> >
>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>> >
>>> >
>>> _______________________________________________
>>> osg-submissions mailing list
>>> [email protected]
>>>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>
>
>
> _______________________________________________
> osg-submissions mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
>
_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to