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









  

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to