Hi, Pau GL_ARB_draw_instanced extension. Osg support instanced drawing, osg:PrimitiveSet allows to set number of instances for drawing. You'll need to write shader which will transform vertices according to gl_InstanceID (most basic way is to use uniform array with transform matrices for each instance, and index it with gl_InstanceID).
29.05.2012, 14:40, "Pau Estalella" <[email protected]>: > Hi, > > Can anyone point me to some example or provide some advice on how to > structure a > scene with a low poly object replicated thousands of times, at different > orientations and positions? Each instance can be in one of the several states > that the object can be, using an osg::Switch. The state of each instance > changes > independently of the others. > I think osg::PositionAttitudeTransform for each instance is not an option, as > it > kills culling performance. Replicating the geometry and transforming the > vertices seems a little bit wrong, and a total memory waste. > Any ideas? > > Thank you very much. > > Cheers, > Pau > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=47912#47912 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

