Hi, UBO are not designed for random access from shader, but for block access. For hardware instancing, you should get best performances using vertex attribute divisor.
Cheers, Aurelien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56020#56020 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org