Hi Sergey,

Thanks for your guidance. The data I need per drawable might fit in 16k floats per drawable. I need a transform and a color, but the transform will always have a uniform scale, so that's:

- 3 floats for translation
- 4 floats for rotation quaternion
- 1 float for uniform scale
- 4 floats for color

= 12 floats.

I could probably easily pack the color into one 32-bit integer (8 bits each for R, G, B, A) and then extract the colors into a vec4 in the shader, so that would save an extra 3 floats.

So without doing anything really esoteric like packing multiple floats into one, my data would fit in 9 floats. So that would be about 1777 instances' worth of data, if I have access to 16k floats.

When you mentioned using texture buffers for dynamic data, what does that mean? I would have just used a regular float texture which I fill with the float data each frame. What are texture buffers and how do they differ from this? Is there an OSG example that shows how to use them?

Thanks again,

J-S
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Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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