Hi Robert
robertosfield wrote: > > Any chance you could write an example to test out the new functionality? > I'm sending you a modified osgforest example that uses geometry instancing with texture buffer objects. In this example TBOs are holding information about position, color and size of each tree. Also all steps necessary to use geometry instancing are shown ( setUseVertexBufferObjects(true), setUseDisplayList(false), setNumInstances(), setInitialBound() ). I have few issues with that example : - dividing cells to maximum 10 trees in a cell is against geometry instancing idea ( draw maximum quantity of objects in one glDraw call ) and with such small cells this example renders very slow. I added parameter "--trees_per_cell" which changes the default cell size. Following command shows that geometry instancing works as expected : osgforest --trees_per_cell 200 - this example uses one osg::TextureBuffer per cell. It may be further optimized by introducing only one osg::TextureBuffer per whole forest, but the example will become less understandable and not analogous to other forest techniques. - I used shaders with GLSL version 420. Is it a problem ? Cheers Paweł Księżopolski ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54115#54115 Attachments: http://forum.openscenegraph.org//files/osgforest_204.zip _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
