HI Julien et. al,

I will need to have a look at the code and the specs and a have a good
think about how best to implement VAO.  I can't do this right away, will
try to make some time for this either this week or early next week.

Robert.

On 18 March 2015 at 15:36, Julien Valentin <[email protected]>
wrote:

> Mh,
> I think we're here to speak about my pre-alpha-proposal code not your VAO
> issues in your code....
>
> Post your own problem on General (even on a different forum as it seams a
> pure GL issue)
>
> If you want to be helpfull to VAO integration in osg, do critics:
> Try to use the same test method as mine and further,as I would want from
> you to critics the current approach of the proposal , you'll have to read
> it even if it doesn't work on your specific hardware.
>
>
>
> Adun wrote:
> > Ok maybe I have buggy nvidia implementation on Quadro.
> > But I found discussion here
> http://stackoverflow.com/questions/8973690/vao-and-element-array-buffer-state
> > So we have to test VAO implementation on different cards.
> > So we have two options if we have geometry with two ebo
> > 1) create two VAO with VBO EBO bingings
> > 2) create one VAO with VBO bingings and
> > bind VAO
> > bind EBO1
> > draw EBO1
> > bind EBO2
> > draw EBO2
> > But on core context all buffers must have VAO
> > From your point of view what method should we choose?
>
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63160#63160
>
>
>
>
>
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