Hi Jan,
On 28/09/15 17:36, Jan Ciger wrote:
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
<[email protected]> wrote:
As a side note, I have to say that I am really liking the ability to hang
Uniforms off arbitrary parts of the scene graph- generally on Geometry or
Groups depending on the scope that I need the Uniform to cover. It's really
a very nice design.
Uniforms are parts of the OpenGL state, same as e.g. bound textures,
shaders or lighting settings. If I grossly simplify things, the "only"
thing that OSG does is to manage this state for you - adds and removes
bits from the state depending on which part of the scene graph is
being drawn, all the while to make sure to minimize the amount of
these state changes (changing state of the driver is relative
expensive operation). It is one of the basic purposes of a scene
graph.
In the project I am working on the geometry is laid out in such a way
that there are different levels of Groups under which certain Uniforms
always hold the same value. It works really nicely with such a system.
Cheers,
Garth
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