Would there be a big performance difference between using a TextureBuffer
Object and a UniformBuffer object?

Thanks, Sam

On Fri, Apr 15, 2016 at 1:15 PM, sam <brko...@gmail.com> wrote:

> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
> its starting to look considerably better. I will definitely looking to
> using a TextureBuffer.
>
> On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron <gwald...@gmail.com>
> wrote:
>
>> Sam,
>> I think you are not calling setNumElements() on your uniform array. You
>> could also do that in the osg::Uniform constructor.
>>
>> Anyway, a uniform array of matrices is going to be limiting in terms of
>> scale and speed -- I'd recommend a buffer object instead. (osgEarth uses an
>> osg::TextureBuffer.)
>>
>>
>> Glenn Waldron
>>
>> On Fri, Apr 15, 2016 at 2:35 PM, sam <brko...@gmail.com> wrote:
>>
>>> Hi All,
>>>
>>> I'm having some trouble getting my code to use hardware instancing. I've
>>> referenced OSGEarth, DrawInstanced example, and a few different code
>>> samples on the web. I've gotten pretty close but I seem to be at a bit of
>>> an impasse.
>>>
>>> This screenshot shows what the map looks like with the default rendering:
>>>
>>> http://imgur.com/fKvunfd
>>>
>>> This screenshot shows what the map looks like after I apply my instance
>>> rendering code to it:
>>>
>>> http://imgur.com/zZCzurr
>>>
>>> The map is composed of a lot of little nodes. I figured instanced
>>> rendering would be helpful in this case. The map has ~4000 individual
>>> nodes. Two of the nodes are repeated 465 and 266 times. I have trimmed down
>>> my code and it is posted here:
>>>
>>> http://pastebin.com/ifSVSzD6
>>>
>>> From what it looks like. Its rendering one copy of every nodes but not
>>> anymore that that. I have commented out lines 215 to 224 as it doesn't work
>>> at all. Any insight or help would be greatly appreciated.
>>>
>>> Thanks, Sam
>>>
>>> _______________________________________________
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>>
>
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