Hi Julien,

At this stage of my work it's not appropriate to discuss it or any
other alternative implementations - I have to concentrate on what I'm
currently thinking about, not other side avenues.

You just have to trust me and be patient.

Robert.

On 10 July 2016 at 15:53, Julien Valentin <[email protected]> wrote:
> 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.
>> > > > _______________________________________________
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>> >
>> >
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