Re: [osg-users] Removing objects with shared GL state from scene graph

2019-05-15 Thread Chris Djali
Hi, It looks like this has fallen off the radar again as it's been a month. I'd still rather fix this in a robust way rather than making a guess as to the most sensible approach and creating maintenance problems down the line. Thank you! Cheers, Chris -- Read this topic

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Chris Djali
Thanks Voerman. I'd looked through the examples for other things, but not for multiple viewports, so missed that. It seems to be a good starting point once I switched the GLSL extension from the NV variant to the ARB one. Despite not being core until OpenGL 4.1, it looks like multiple viewports

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Wojciech Lewandowski
Hi Chris, This is the idea I wanted to try myself some day but the day for this never came. I probably would attempt the method described here https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass (see answer with 4 likes). Cheers,

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Voerman, L.
Hi Chris, I did something similar a using multiple viewports, and created the osgshadermultiviewport example to preserve some of the work I did. It might be dependent on nvidia hardware (the extention strings suggest so). I do remember some discussion about layered framebuffer attachments, but

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Robert Osfield
Hi Chris, On Wed, 15 May 2019 at 00:32, Chris Djali wrote: > I'm investigating using a geometry shader to render multiple shadow map > cascades in one pass in OpenMW. While I've heard conflicting (but mostly > negative) accounts of how much additional performance this can bring, I > reckon