Hi all.
Just noticed that it is not possible to toggle the
setUseVertexAttributeAliasing after a viewer has been realized and
frame/run has been called and any text is involved in the scene. The
attached code is a modified osgViewer that will reproduce the issue. If 's'
(statistics) is shown
Hi Andrers,
On Thu, 8 Apr 2021 at 07:08, Anders Backman wrote:
> Just noticed that it is not possible to toggle the
> setUseVertexAttributeAliasing after a viewer has been realized and
> frame/run has been called and any text is involved in the scene. The
> attached code is a modified osgViewer
Hi all.
Have you all noticed that the time for Draw is dramatically more expensive
for a shader based scene compared to fixed functionality?
I have the most basic shader possibility comparing to a fixed functionality
rendering pipeline. The difference in Draw call is:
1.3 ms (fixed) compared
Hi Anders,
On Thu, 8 Apr 2021 at 08:42, Anders Backman wrote:
> Have you all noticed that the time for Draw is dramatically more expensive
> for a shader based scene compared to fixed functionality?
It can be faster or slower, it depends upon the nature of your scene graph
and how you manage
Hi all,
I'm on the way of optimizing my shaders.
Some of them have a large number of uniforms. As Robert says, the cost of
uniforms is high.
So I would like to optimize this.
My questions:
1) Is the amount of space for basic types in uniforms like the space
requirement in interface blocks, i.e.