Hi Olivier, Could you not just share our osg::Geometry between multiple subgraphs, with each subgraph defining the Uniforms as required?
Robert. On 30 October 2014 18:20, Olivier Migliorini <[email protected]> wrote: > Hi Robert, > > Thanks for answering. > > In a single osg::geometry, I have several instances of a same object. > In a cull callback I fill several uniforms corresponding to the positions > of my object's instances if they are not culled, and set the right number > of instances not culled to each PrimitiveSet of the geometry. > And then the rendering is done thanks to a vertex shader that also takes > care of the possible skinning. > > However this is not thread safe. > Is there a good way to do it thread safe with callback? > Or without callback? I am pretty sure that I can use geometry shader but > if possible I would like to do it without geometry shader too. > > I hope this is a bit more clear. > > I don't know if it helps but I am using version 3.0.1. > > Thanks again. > > Cheers, > Olivier > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=61468#61468 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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