Sorry That was just to know if you come up with the same design: *Array dispatchers should allow glXPointer to 0 offset if vao *Buffers should be share between geometry in a automatic way (a BufferObjectManager used in bufferedDatas's getOrCreateBufferObject based on Geometry drawmode) *Primitive set should implement 2 drawmethods draw and drawVAO (or new parameter in draw method) *drawVAO should use glDrawXbasevertex when it could... ( it breaks the current glMultiDrawElements as glMultiDrawElementsBaseInstance need GLint[] and not GLint as basevertex parameter)
robertosfield wrote: > 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 <> 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 > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > _______________________________________________ > 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=68089#68089 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
