Hi All, just for the case of someone else will need it, I was able to manage fix for the sample from the blog that do HW instancing with VertexAttribs and VertexAttribDivisor. If any interested, please ping me. I will also send it to the author.
Cheers, Nick On Mon, Nov 24, 2014 at 12:07 PM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK: > > HI Sebastian, > > thanks for the reply. I also have vegetation generated on the GPU, works > really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for > moving models - your NodeVisitor is good idea to have any geometry > instantiable. > > What was your start point? Did you also try the code from the blog I > found or you did it your self? For some reason the code on the blog is not > working and I am struggling to try to fix it since it has really nice > implementation and ideas I am learning now. > > I started with the osgforest example > > > Nick > > On Mon, Nov 24, 2014 at 10:28 AM, Sebastian Messerschmidt < > sebastian.messerschm...@gmx.de> wrote: > >> And again: >> >> The example I was looking for was in the submissions, called: >> >> [osg-submissions] New example : culling and LODing performed on GPU side >> >> Unfortunately Robert didn't approve or merge the nescessary changes. >> Maybe it went unnoticed. >> >> Cheers >> Sebastian >> >> HI Trajce, >> >> I implemented HW Instancing using the UBO and texture approach using the >> osgforest example as a guide. >> The majority of the work in my project lied in developing a visitor >> making "arbitrary" geometry nodes instanceable. >> I also experimented with geometry shader based billboard instancing, >> which worked nice for trees etc. >> And I do remember some example featuring GPU culling and instancing, but >> I cannot find it in the mailing list right now >> >> >> Hi Community >> >> I found this blog >> http://3dcgtutorials.blogspot.de/2013/09/instancing-with-openscenegraph-part-ii.html >> and found it very interesting. Although the description is very well >> written the code samples seams incomplete and sort of outdated. Was to ask >> you if any of you have done some work with this and is willing to share >> hints, code snippets? >> >> Thanks a bunch as always, >> Nick >> >> -- >> trajce nikolov nick >> >> >> _______________________________________________ >> osg-users mailing >> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> >> _______________________________________________ >> osg-users mailing >> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > trajce nikolov nick > > > _______________________________________________ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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