I understand your feeling about the example, it was just for preliminary test...
If you want I'm working on a TransformFeedBackGeometry that integrate better in 
osg
(As interleaved_attribs is not allowed in osg it only works for separate_buffer 
feedback mode:
the only difference with a normal Geometry is that all vecArray are stored in a 
differents buffers.
)

But I face the problem that one could want to generate partially their 
geometry( for ex: generate vertexcoord but keep texcoord), so i may add 
properties for it.





robertosfield wrote:
> Hi Julien,
> 
> 
> Thanks for porting the changes to svn/trunk.  
> 
> I have now merged the changes with svn/trunk, albeit with a some tweaks to 
> parameter usage and addition/removal of spacing to make the code more 
> consistent with the rest of the OSG and more readable.  I have also updated 
> the code to better use the new GLExtensions access, and put the new 
> serializer additions within a version checked block whilst updating the 
> SO_VERSION to pick up on this new version of the API.
> 
> 
> I have reviewed the osgtransformfeedback example and have checked it in with 
> a few formatting tweaks but otherwise left as is.  I'm not entirely happy 
> with the way the example is constructed.  I'm hopeful that a cleaner way of 
> integrating the transform feedback functionality is possible but don't yet 
> have enough familiarity with extension to feel comfortable diving in a 
> re-factoring.  
> 
> My initial feeling is that osgtransformfeedback example could be improved by:
> 
>     from a C++ perspective the C pointers usage is something I feel needs 
> removing as this the way it's done in the example could lead to 
> 
>     other users copying poor C++/OSG practices
> 
> 
>     There subclassing from osg::Geometry that look to me like they would be 
> better replaced with something more generic, perhaps using a
> 
>     DrawCallback and usage of osg::StateSet.
> 
> 
>     The draw order isn't controlled in the example, so it would there is 
> nothing stopping the two osg::Geometry being passed to OpenGL in 
> 
>     the wrong order.  The OSG has lots of different ways to control render 
> order, but which is most appropriate will depend on the needs of
> 
>     the application.  One can do high level control via placing the 
> pre-render stage into a subgraph below an osg::Camera and set it's   
>     RenderOrder to pre render, a lower level way would be to use the 
> StateSet::setRenderBin("RenderBin", -1) to make sure it renders first.
> 
> 
> 
>     The Uniform callback seems a bit overkill too - one can compute time 
> based variables all the vertex shader, this would be simpler and
> 
>     faster.
> 
> 
> I will leave further refinement of this example till others or yourself chip 
> in, or for when I get a chance to reflect more on how to better set up 
> transform feedback codes in the scene graph.  The important thing right now 
> is we now have some working transform feedback code and example that can be 
> built upon going forward.
> 
> 
> Thanks,
> 
> Robert.
> 
>  ------------------
> Post generated by Mail2Forum


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