you might want to look into glVertexAttribDivisor https://www.opengl.org/sdk/docs/man4/html/glVertexAttribDivisor.xhtml That would let you make a vbo with 100 offsets in it and then each instanced draw call would get a different offset. you can even send down a 4x3 transform matrix by using more attributes.
On Thu, Dec 22, 2016 at 12:35 PM, Andrew Cunningham <[email protected]> wrote: > On thinking about this issue, I see the problem. I really only have 4 > vertices, so the value d in my vertex shader just is always pulled from > locations 0-3 in my array. What I really need to do is access an array of > offsets in my shader indexed by glInstanceID > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69744#69744 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- DI-Guy Engineering Lead, VT MÄK 150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140
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