Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-18 Thread Schmidt, Richard
Users Subject: Re: [osg-users] Confused about Uniforms and StateSets. HI Richard, On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard [EMAIL PROTECTED] wrote: As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU

Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-18 Thread Robert Osfield
- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, August 15, 2008 1:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Confused about Uniforms and StateSets. HI Richard, On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard [EMAIL PROTECTED

[osg-users] Confused about Uniforms and StateSets.

2008-08-15 Thread Middleton, Colin (GE EntSol, Intelligent Platforms)
Hello, I'm using a geometry shader to do particle animation for a splash special effect. I am using a few uniforms, one of which is the time at which the splash starts and others that contain values that are shared among the different splashes. I am applying the StateSet containing the

Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-15 Thread Robert Osfield
Hi Colin, As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU cost, as well as the cost down on the GPU with stalling the graphics pipeline with state changes. Uniforms in particular can be a very expensive

Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-15 Thread Middleton, Colin (GE EntSol, Intelligent Platforms)
refactoring at my end. Would you get the same result using a DrawCallback? Cheers, Colin. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 15 August 2008 09:43 To: OpenSceneGraph Users Subject: Re: [osg-users] Confused about Uniforms

Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-15 Thread Schmidt, Richard
Hi Robert, Hi Colin, As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU cost, as well as the cost down on the GPU with stalling the graphics pipeline with state changes. Uniforms in particular can be a very

Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-15 Thread Robert Osfield
HI Richard, On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard [EMAIL PROTECTED] wrote: As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU cost, as well as the cost down on the GPU with stalling the graphics