I'd be glad to help/test the submission on my side. Also the Texture Buffers alternative suggested by Sergey seems interesting, does anybody know about osg support for this?
Ricky On Thu, Jul 19, 2012 at 6:38 PM, James Turner <[email protected]> wrote: > > 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 >
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