Hi > As you say, setting Uniforms requires a state change, while with an attribute > the rendering is done at the GPU completely.
it is kind of same both ways... here you need glUniform* call, there you need to bind vertex attrib and call glVertexAttribPointer* and rendering is done at the GPU completely no matter what way you choose. Cheers. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org