Hi Pawel,

On 24 May 2013 16:25, Paweł Księżopolski <[email protected]> wrote:
> 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.

It'd be great if you do get permissions to write an example for the
OSG, it'll be a boon for others out in the community.

Cheers,
Robert.
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