On 03/13/2012 12:52 PM, Christian Buchner wrote:
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
into a slow render path that does make use of immediate draw calls.
I mentioned this up a bit higher in the thread.
The question of whether or not it will be slow is different than whether
or not it will (or should) work properly at all.
As far as I can tell, OSG implements the necessary glVertexAttrib()
calls that you'd need for this to work, so I don't know why the
attributes fail to make it to the vertex shader.
Sure, it's generally not a good idea to rely on PER_PRIMITIVE bindings
at all, but for a particular use case where, say, scientific data is
being visualized, the visualization lends itself to per-primitive
attributes, and there are few enough primitives that performance isn't a
problem, is there a reason why OSG wouldn't handle this?
--"J"
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