Hi Tim, Here in Scotland we're snow bound - 30cm of snow already and more falling right now, so school is closed, and so I'm working part-time while my wife and I take turns to work/look after the kids. Fun, but not so good for getting submissions reviewed!
I'm now back from taking the kids out and learning a bit more about uniform buffer objects. Boy is complicated. Both from the extension perspective and the implementation and usage on the OSG side. Even the example that in essence is quite straight forward in what it's doing is hard to follow, Do you have any ideas on how we might simplify things further? Anyone else? Robert. On Mon, Nov 29, 2010 at 1:36 PM, Tim Moore <[email protected]> wrote: > Hi Robert, > The uniform unique ID change (bravo, by the way!) should have no effect on > my uniform buffer submission. Uniform blocks and uniform block bindings > don't act like uniforms, and the uniforms inside a uniform block are not > accessible through the existing uniform variable interface. > There is an issue tangentially related to uniforms, for a future submission. > There are three ubo-related values in play: > the block name, as given in the shader; > the block index, which is associated with the block name when the program is > linked; > the buffer binding point (a small integer) which is assigned a block index > During the course of the program different buffer objects can be bound to a > binding point, which is the model this submission supports, and is > illustrated by the example program. For simplicity I fixed the block index > <-> binding point association at program link time, but in reality the > binding is not fixed and could be manged in OSG like a uniform. > Tim > > On Mon, Nov 29, 2010 at 12:15 PM, Robert Osfield <[email protected]> > wrote: >> >> Hi Tim, >> >> I'm currently reviewing your uniform buffer changes, I'm still mid >> review so haven't yet got a full picture of how the extension all >> works. One thing I'd like to run past you is the whether the new >> support for using unique ID's for uniform names will effect your >> uniform buffer work. The unique ID's were introduced to lower the cost >> of finding the uniform's names in the osg::Program's uniform maps. >> >> Any thoughts on this topic? >> Robert. >> _______________________________________________ >> 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
