Hi all You can use 1d textures (they have quite large max size and u can store/fetch 4 values per pixel) - works out of the box, or texture buffers - they have even greater max size, but idk about osg support of these.
Cheers, Sergey. 18.07.2012, 20:44, "James Turner" <[email protected]>: > On 7 Jun 2012, at 10:48, Riccardo Corsi wrote: > >> I'm about to implement some instanced rendering in my application and I was >> looking for the best way to pass >> per-instance data to the shaders. >> >> I've then discovered that besides the Draw Instaced ARB there is another >> extension called Instanced Arrays, >> which basically allows to bind vertex attributes per instance ( or per >> multiple instances, controlled by a "divisor" attribute) >> instead of per vertex. >> Here is the link to the specs: >> http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt >> >> I couldn't find how to use this extension with osg. Is there support for >> this functionality? > > Just to add some weight here - instanced geometry would give a huge benefit > to some FlightGear features (random buildings and trees, and possibly > clouds), but given the limited size of uniform arrays, we would need the > extension above to position instances. > > Is there a way to use it with the existing code, or is a (hopefully small) > enhancement required? > > Regards, > James > _______________________________________________ > 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

