On Wed, Oct 24, 2012 at 12:37 PM, Sergey Polischuk <[email protected]> wrote: > Hi > >> As you say, setting Uniforms requires a state change, while with an >> attribute the rendering is done at the GPU completely. > > it is kind of same both ways... here you need glUniform* call, there you need > to bind vertex attrib and call glVertexAttribPointer* > and rendering is done at the GPU completely no matter what way you choose. > Actually, OSG could use one of the glVertexAttrib calls without binding anything. This is reputed to be a fast way to get "per object" data to a vertex shader.
Tim > Cheers. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

