Hi Mathieu,
On 5 August 2016 at 09:54, Robert Osfield <[email protected]> wrote:
> This part of VAO support is still in flux, the current implementation
> is the second incarnation of the code and still not quite complete.
> Some elements of the first incarnation still are in the code but not
> fully fleshed out. These parts I'll be refactoring, the attribute
> aliasing is the one of the last remaining areas that I need to clean
> up - that's one of today's objectives.
I have just checked in a refactor to the way that the new VAO code
utilizing vertex attribute aliasing.
These changes remove the vertex attribute aliasing code that I
temporarily added to GLExtensions, changing the code to rely on the
original aliasing in osg::State.
I haven't yet implementation automatic enabling of VAO usage in
osg::State when compiling on GL3 core profile so you'll still need to
enable this using :
state.setUseVertexAttributeAliasing(true);
Or set this via the env var: OSG_GEOMETRY_IMPLEMENTATION=VAO
This afternoon my plan is to resolve how best to enable VAO and with
it VBO's as the later are required for VAO usage.
Robert.
_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org