After few self-interrogations and reading of osggpucull..it seams that variant 
sized TF is a feature only required for gpu culling stuff. So on, in a gl4 
context this technic seams to be deprecated by the couple 
scatteredwrite(replacing the query)+indirectdraw...
 


mp3butcher wrote:
> Hi,
> 
> For the moment the transformfeedback example given is compatible with opengl 
> 3.3 spec...
> 
> If i understand correctly ARB/transform_feedback2/3.txt , for opengl>=4 it's 
> not the correct way to handle TF as 
> classic VBO rely on an array_buffer (GLBufferObject), and so on it disallows 
> the use glDrawTransformFeedBack (because this func requires explicitly a 
> GL_TRANSFORM_FEEDBACK).
> (Correct me if i'm wrong)
> 
> Consequently, It forces ones to use GPU query (overhead) when the TF have 
> variable size...
> 
> 
> Further a second issue outcomes to me reading 
> http://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/feedbackparticlessample.htm
>  as they use a pingpong TFBuffer to improve perf
> 
> My  guesses are to provide  osg::TransformFeedBackBufferObject (inheriting 
> from BufferObject)and 
> 1)modify the GLBufferObjectManager to generate TFBuffer. (seams hard)
> 2)or create a dedicated GLTFBufferObjectManager (not hard be lot of redundant 
> code)
> 3)or create a completely dedicated TFGeometry..(no TFBuffer Factory and so)
> 
> What do you think of these solutions?
> for the moment I choose 3) cause it's seams the simpliest way to handle 
> pingpongTF..
> 
> Thank you!
> 
> Cheers,
> Julien


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