Hi Mathieu,
Nice to see you too:)
I just pushed changes on my osg github but there's a lot of other unreviewed 
stuff ..:/
https://github.com/mp3butcher/OpenSceneGraph
So I don't know if it's the best way to proceed..
(further I added a hack in osg::Geometry serializer in order to activate VAO at 
loading -in the GeometryFinishedObjectReadCallback -)
My guess is cloning master git and copy/paste my last submission would be more 
reliable for feature testing purpose.


Mathieu wrote:
> Hi Julien ;-)
> 
> Nice to see you there, do you have a branch with those changes I could test ?
> 
> --
> nǝıɥʇɐƜ
> 
> 
> 
> On 13 June 2016 at 22:27, Julien Valentin < ()> wrote:
> 
> > ...And now I encapsulated all the stuff in an object
> > I used a ref_ptr to share VAO among Geometries and manage VAO deletion.
> > It seams to work but it surely need reviews
> > (
> > -not sure about the validity over time of the GLExtension pointer I store 
> > in VAO
> > -perhaps _vao[contextID] should be dereferenced in releasGLObjects
> > )
> > 
> > 
> > 
> > mp3butcher wrote:
> > 
> > > After few thinking I remember why I haven't post this submission before:
> > > my stuff works but element buffer is bound separately (per primitive set) 
> > > so only I only use VAO for ARRAY_BUFFER an so (stop me if I'm wrong) 
> > > don't comply with Core profile requirements.
> > > Here's my update proposal:
> > > I changed PrimitiveSet's
> > > draw(State& state, bool useVertexBufferObjects) to
> > > draw(State& state, bool useVertexBufferObjects,bool bindEBO=true)
> > > in order to achieve ELEMENT_BUFFER encapsulation in vao
> > > 
> > > 
> > > 
> > > mp3butcher wrote:
> > > 
> > > > Oups, After few tests I found a bug
> > > > Ignore my last post
> > > > Sorry
> > > > Edit:
> > > > I've also found problems:
> > > > -with attributes with binding different than BIND_PER_VERTEX, I 
> > > > investigated this but I'll wait for your first reviews before posting 
> > > > my hacks (that doesn't seams to work with core context)
> > > > -EBO primitive set (Maybe changing PrimitiveSet::draw(State& state, 
> > > > bool useVertexBufferObjects) to PrimitiveSet::draw(State& state, bool 
> > > > useVertexBufferObjects,bool useVAO) is to consider)
> > > > 
> > > > 
> > > > mp3butcher wrote:
> > > > 
> > > > > Hi all
> > > > > Here is my support for VAOs
> > > > > It seams to work well until then..
> > > > > Idon't know if its ready for commit
> > > > > reviews are welcome
> > > > > 
> > > > > 
> > > > > robertosfield wrote:
> > > > > 
> > > > > > Hi Mathieu,
> > > > > > 
> > > > > > On 9 June 2016 at 07:44, Mathieu MARACHE <> wrote:
> > > > > > 
> > > > > > 
> > > > > > > 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)
> > > > > > > 
> > > > > > > 
> > > > > > 
> > > > > > This was clearly just a hack to get things "working" not an actual 
> > > > > > solution.
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > > 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...
> > > > > > > 
> > > > > > > 
> > > > > > 
> > > > > > I would be worth just moving the discussion about VAO support to
> > > > > > osg-users so we can all discuss the what solution.  I'm happy to 
> > > > > > pitch
> > > > > > in some time to getting this resolved for 3.6.
> > > > > > 
> > > > > > Right now from what I've learnt that natural place for binding the 
> > > > > > VAO
> > > > > > would be in osg::Geometry.  It may be that osg::State would be the
> > > > > > part of the OSG that does the binding as it already manages the 
> > > > > > vertex
> > > > > > arrays and associated buffer objects.    The VAO essentially wraps 
> > > > > > up
> > > > > > all the vertex array settings in one place so that once it's set up
> > > > > > one just binds a single VAO object rather than a VBO and then 
> > > > > > specify
> > > > > > the individual vertex arrays within this.  In theory this should 
> > > > > > mean
> > > > > > the system is more efficient - as long as we get the design and
> > > > > > implementation right.
> > > > > > 
> > > > > > Robert.
> > > > > > _______________________________________________
> > > > > > osg-submissions mailing list
> > > > > > 
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
> > > > > >  
> > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org)
> > > > > > 
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> > > > > 
> > > > 
> > > > 
> > > 
> > > 
> > 
> > 
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> > Read this topic online here:
> > 
> > 
> > http://forum.openscenegraph.org/viewtopic.php?p=67597#67597 
> > (http://forum.openscenegraph.org/viewtopic.php?p=67597#67597)
> > 
> > 
> > 
> > 
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