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. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
