On 19 Jul 2012, at 15:59, Paul Martz wrote: > 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.
Hmm, does quite large mean > 8k or 16k on most hardware? Particular for trees, we easily have tens of thousands of instances, and if the hardware could cope, we might scale even higher. However there's already code to split this into batches, so even with a limit of 8k or 16k, it's still a viable solution. I'm happy to post a submission to support the extension, but would need a bit of guidance on what the API should like to be in keeping with the OSG spirit, and hence be likely to be accepted :) James _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

