Hi Matheu, I have just done a review and am a bit surprised that you are creating a VAO for each BufferObject, not just ones associated with vertex data. What would happen with Pixel Buffer Objects and Texture Buffer Objects?
I have just started look at online docs for VAO. It would seem like one manage it in osg::Geometry, with one VAO per Geometry. Another thing that surprised me is that there is only one glBindVertexArray() and this is done when the GLBufferObject is created. This looks like the multiple VAO would be created when the GLBufferObjects but when these separate GLBufferObjects are later made current the approach VAO would never be bound. Personally it doesn't yet feel like a general solution. Robert. On 8 June 2016 at 13:30, Mathieu MARACHE <[email protected]> wrote: > Hi Robert, > > Following some (old) thread on GL3 and Mac, I managed to get it working with > the osgsimplegl3 sample (I added an Optimizer to tessellate since Polygons > and Quads don't get handled anymore by OpenGL ) > > The path followed is to attach VBO to VAO on Mac GL3 profile. > > I added _useVertexBufferObjects=true when fixed pipeline isn't available to > geometries. > > The included modified file are against the OpenSceneGraph-3.4 release branch > > Do you want a merge request with all my changes ? > > Regards > -- > nǝıɥʇɐƜ > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
