Hi Robert
robertosfield wrote: > > With the move towards using shaders the osgforest example is possibly > becoming a bit outdated - a lot more can done down with shaders so the > actual trees could be rendered in a more sophisticated way. This is > a huge topic that I'll not dive into now, plenty of other work to do > :-) > Well, I've done some work in geometry instancing area ( that's why I needed texture buffer object actually ). The method I implemented in OSG is similar to the one from this link : http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/ but has few advantages ( thanks to OpenGL 4.2 ). The main advantage is that there is no roundtrip from GPU to CPU to inform how many instances should we draw. The second advantage is that we may cull and draw many kinds of instances with minimal set of glDraw* commands. And last but not least : the rendered instances may have LODs. If you are interested and if I get a permission from my boss ( who is on vacation now ), then I will try to write an example for OSG. Paweł Księżopolski ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54171#54171 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
