Hi Johannes, On Mon, Nov 30, 2009 at 4:09 PM, Johannes Schüth <[email protected]> wrote: > Yes - PBO use DMA which is quite nice. > http://www.songho.ca/opengl/gl_pbo.html but you will be limited to the > limitations of a texture (4096x4096 pixels at most systems)
Your GL code segment actually uses PBO's in it... :-) > Texture buffer objects can make about 2^27 texels accessible within a shader. > > And i belive i have to use bindable uniforms for PBO's to make the changed > data quite fast accessible within my shader? Might that be right? I don't know anything about this particular extension so can't comment. It looks like the new texture buffer extension is kinda equivalent to a GL_TEXTURE_1D so I'd be inclined towards suggestion that one would create a new subclass from osg::Texture for the new extension. Do you have to use PBO's with texture buffer? Or can you just pass the data directly as per normal textures? Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

