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
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