Hi Chris,
Hi,

Working on an app that is going to be doing a lot of work with large texture 
processing, and will need to squeeze as much data into graphics memory as 
possible and allow many textures to be referenced programmatically.

I've got texture arrays working, but can't use this for all requirements since 
all layers in a texture array have to be the same size.


It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but 
osg::Uniform doesn't seem to support such a thing.
Arrays of samplers is used almost by no one any more. I usually use TextureArrays and simply resize the textures to a common size (usually the "biggest"). Texture arrays are efficient and easy to use. I'd like to see the "array of sampler"-support in OSG anyways, since there might be situations where texture arrays are not efficient. Another alternative are bindless textures, but we would need to add support to OSG too.
Last alternative could be a texture atlas.

Since you mentioned "texture processing", you might want to look into BufferTextures. They don't have any filtering (only texelfetch), but IIRC they support large amounts of texels. So if you don't need HW-filtering/mipmapping you can use them as atlas textures.

Cheers
Sebastian


I'm also wondering if there's an easy way to easily run your own OpenGL 
commands in case something isn't supported yet and you just want to use GL 
directly instead of waiting for the OSG implementation?

Thank you!

Cheers,
Chris

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