Hi James,

As far as I have seen, GL_ARB_texture_float is about as well-supported as 
GL_ARB_draw_instanced. The only exception I've been able to find on test 
hardware has been software Mesa, which supports neither.

We make use of multiple floating point textures for encoding per-instance data. 
One problem is that those textures require normalised values, so you have to 
supply your own ranges as uniforms for multiplying them back out in the shaders.

To be honest, it's far more of a faff than examples I've seen (ahem) using 
glVertexAttribDivisor, and I'd far rather use that mechanism if it were 
supported conveniently inside OpenSceneGraph.



Alistair Baxter
Software Engineer
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