Hi All,

I've cleared my submissions intray so have a bit of time available in
the prep for the OpenSceneGraph-1.1 release.   I am contemplating
intergrating glDrawArrays support, we already have support in the
GL2Extensions structure for the call, so its just now a matter of
deciding where to put the call itself, and where to store the data we
pass to the call.

I haven't used glDrawArrays or writing to multiple buffers before so
I'd like feedback for those who've already walked the trail ahead.  In
particular I want to know what tasks you intend to use it for, and
ideally to get a useful example together so that we can test what we
implement.

One thought of mine is to utilise the existing
CameraNode::BufferComponent/attach mechansim in osg::CameraNode for
specification of the buffers, and have RenderStage read this and set
up the glDrawBuffers accordingly.  However, glDrawBuffers is possible
more generic than this, perhaps it could even be a StateAttribute so
you can toggle which buffers are assigned to what more flexibly.

Thoughts?
Robert.
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