Hi Tim,

I'm afraid I haven't reviewed the changes yet, been tackling easier
patches for now.

Robert.

On 7 October 2012 10:03, Tim Moore <[email protected]> wrote:
> Hi Robert,
> Have you had a chance to look at this uniform buffer object patch? I
> can take another go at it if other changes to uniforms are making it
> hard to reason about this patch and its effects. However, I think it
> is a big improvement.
>
> Tim
>
> On Sat, Jul 14, 2012 at 10:03 AM, Tim Moore <[email protected]> wrote:
>> Hi,
>> This submission changes the treatment of uniforms, uniform blocks, and
>> uniform buffer objects to provide a lot more flexibility. All the
>> information about a uniform (offset, array stride, etc.) is now
>> available to the user program. Blocks don't have to be assigned a
>> binding point at shader program link time anymore, so code can
>> postpone the decision about what binding points to use until it knows
>> what blocks are actually used in the shader program. You are no longer
>> restricted to std140 layout for uniform blocks, but you can still use
>> it and interrogate OSG for the offsets if you don't want to deal with
>> the std140 alignment rules.
>>
>> Since the uniform data isn't available until the shader program is
>> linked, often in another thread, a mechanism is provided to test if
>> the data is available and request that the program be linked if it
>> isn't. This implies that the program doesn't have to be in a state set
>> in the scene graph until its offsets have been determined.
>>
>> This is a fairly big patch IMHO, so in addition to the files I've
>> provided a sequence of patches that implement the new functionality
>> step by step.
>>
>> Tim
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