Draw_instanced was promoted to an ARB extension in the OpenGL 3.0 timeframe (last August), and I found it was only available as ARB in NVIDIA's beta OpenGL 3.0 drivers. Rather than require OSG users to upgrade to beta drivers to access this functionality, I opted to use the EXT version. Using EXT also simplifies the vertex shader. To use the ARB extension, I would've been forced to use GLSL 1.3, which removes all the predefined uniforms. It's a whole new world of shader development, and one I wasn't quite ready to dive into given the non-existent funding for this feature. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com <http://www.skew-matrix.com/> +1 303 859 9466
_____ From: [email protected] [mailto:[email protected]] On Behalf Of Lionel Lagarde Sent: Wednesday, January 07, 2009 1:52 AM To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Support for draw_instanced Hi, Why you use the EXT version of draw_instanced. This extension has an ARB version. Paul Martz wrote: Hi Robert -- My update and build of OSG went fine, and my draw instanced test programs ported to your implementation smoothly. Thanks again for your help on this great new feature of OSG. Hi to all -- Current svn head of OSG now supports EXT_draw_instanced. Check out the osgdrawinstanced example, which creates a scene graph consisting of a single Geode with a single Geometry with four vertices, but draws several hundred quads at different orientations, positions, and colors. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Tuesday, January 06, 2009 9:14 AM To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Support for draw_instanced Hi Paul, On Tue, Jan 6, 2009 at 4:06 PM, Paul Martz <mailto:[email protected]> <[email protected]> wrote: Especially thanks for placing the extension support check in State. I disliked having it in the draw() method, but wasn't sure where it should go. Extension checking/function call set up is both a strong and a weak point in the OSG, there are motivations for centralising extension setup and motivations for keeping them local to classes - so the OSG has ended up doing both in different places, sometimes for good reasons, sometime for the wrong reasons... It'd be nice to have a simpler and more manageable scheme that avoids the issues of being pulled in different directions. OpenGL ES and OpenGL 3.x into the mix will further complicate things unless we do come up with a new scheme... I'm updating and building now. I'll let you know if I find any issues. Thanks, Robert. _______________________________________________ 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 __________ Information provenant d'ESET NOD32 Antivirus, version de la base des signatures de virus 3745 (20090107) __________ Le message a été vérifié par ESET NOD32 Antivirus. http://www.eset.com
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