[osg-users] Calling setUseVertexAttributeAliasing(true) after a viewer is being "run" causes a crasch

2021-04-08 Thread Anders Backman
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

Re: [osg-users] Calling setUseVertexAttributeAliasing(true) after a viewer is being "run" causes a crasch

2021-04-08 Thread Robert Osfield
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

[osg-users] Shader path a lot slower

2021-04-08 Thread Anders Backman
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

Re: [osg-users] Shader path a lot slower

2021-04-08 Thread Robert Osfield
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

[osg-users] Optimal performance with many uniforms

2021-04-08 Thread Werner Modenbach
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.