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

Reply via email to