Hi Robert,

I'm struggling to understand what to do. I merely put up a solution that
was explained in a staled thread from 2012 (!), subject was : OpenGL 3.2
support in OS X 10.7 (Lion)

I see your points, you are right this is not a general solution.

I'll be reading a bit more on VAO and try to add VAO support directly in
Geometry is possible...


--
nǝıɥʇɐƜ

On 8 June 2016 at 18:35, Robert Osfield <[email protected]> wrote:

> 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
> >
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> >
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> >
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