A discussion thread from about a week ago ("Instanced Arrays support") discussed
using textures to send per-instance values to shaders.
-Paul
On 7/25/2012 7:20 PM, Joe Doob wrote:
Hi,
I have a scientific visualization application in which I essentially want to
render many (hundreds of thousands) of cubes at once, of varying color and
size. Furthermore, these cubes will change position and color every few
seconds, and I need to position them deliberately.
Right now I am simply drawing osg::Box objects where I want them, and flushing
the root group / reallocating from scratch on each iteration. This is a dumb
approach and I'm looking for something more efficient.
I am not intimately familiar with openGL but it seems that instanced drawing
might be a good fit for this problem. I've looked at the osgdrawinstanced
example but I'm confused about how I can define the shader such that I can
specify the transformation on a per-instance basis.
Does anyone have a suggestion on how I could go about this, or other
suggestions for an optimal solution?
Chris
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49060#49060
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