I'll second Sergey's comment. I have been using instanced rendering in OSG for
years now, storing per-instance data in textures and fetching it in the vertex
shader. Lack of support for instanced arrays has not been an impediment to my usage.
However, I do see the value of this extension. Feel free to add support for it
and post a submission.
-Paul
On 7/19/2012 8:01 AM, Sergey Polischuk wrote:
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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