Hi Julien, I'm currently working on new vertex array dispatch scheme which directly integrates VAO support when available. I'm using the goal of adding VAO support as an opportunity to refactor how other aspects of vertex arrays are dispatched to OpenGL. I'm still trying figure out the design/implementation details of this approach and have enough going on in my head that I'm not about to start reviewing other codes that do roughly the same thing but in a different way, doing such a review will just distract the focus I need.
Please be patient, this type of refactor work is something that I've honed over the years, I'm good at it, what I come up with should sort out various loose ends in a coherent design and implementation, but this type of work can't be rushed. Robert. On 10 July 2016 at 12:48, Julien Valentin <[email protected]> wrote: > Hi Robert > Heres my first step toward glDrawXvertexbase/VAO coupling > What's you feeling about it? > (It's dirty..i've done that very quickly) > > > mp3butcher wrote: >> Hi all >> Ok I know what's wrong with my impl: >> I've discovered a Huge bug linked to glvertexAttribPointer defined via >> ArrayDispatcher and so on with indices not offseted in primset sharing the >> vbo...Big mess:/ >> Will try to find out in the same time Robert work on it >> Edit:My first guess would be to add some call to glXPointer(via >> arraydispatcher) in the VAO use scope but I don't know if repeated changes >> of its definition during its use could have a silly perf impact. >> -In my previous engine I haven't this problem cause I massively used >> gl(Multi)DrawElementsBaseVertex I will think if it can fit for osg- >> >> Have a Good Sunday >> >> >> robertosfield wrote: >> > On 8 July 2016 at 13:49, Mathieu MARACHE <> wrote: >> > >> > > Great news ;-) >> > > >> > >> > Was hoping to finish it today, but have a birthday family walk and >> > dinner planned for the rest of today so heading off line. >> > >> > I have a prototype of VAO functionality kinda working. Performance is >> > on big city models better than without VAO but still not as good as >> > with display lists... >> > >> > I'm currently refactoring the internals of how vertex data is passed >> > to try and avoid some of the CPU overhead. I expected there is couple >> > more days work getting it all working smoothly. >> > >> > Robert. >> > _______________________________________________ >> > osg-submissions mailing list >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >> > >> > ------------------ >> > Post generated by Mail2Forum >> > > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68087#68087 > > > > > _______________________________________________ > 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
