Hi,

> I don't believe it would be sensible to use the same data in different
> ways, it'd have to be a pretty convoluted special case that per
> instance data would want to be used in a different way and shared.
> 


I had his example to implement :

- 100 instances to draw, with 100 different instances data stored into a 
VertexAttrib using VertexAttribDivisor.
- "normal" draw => ok
- "odd/even" draw => here I need to draw each odd instance in red, each even 
instance in green
  => I'm still using the same data array, but with a glVertexAttribDivisor of 
2, and I use 2 drawables :
        first with "red" shader and 0 offset
        second with "green" shader and 1 instance offset


I know this is a very special case, and I can live by handling this by myself 
using draw callbacks



> It probably is time for a general discussion on osg-users about this topic.


I think so. For the moment, I see instancing as an "openGL trick" and "user 
should exactly know the consequences to use it".


Thank you!

Cheers,
Aurelien

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=54383#54383





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