Just as a follow up, I tried the vao support in the top of master and was unable to get it to work with a simple openflight terrain. I've opened an issue with the info here: https://github.com/openscenegraph/OpenSceneGraph/issues/165 long story short when I hooked up glDebugOutput it crashed in a glDraw function after the driver sent the following warning message = GL_INVALID_OPERATION error generated. Invalid VAO/VBO/pointer usage. Anyone else have it working? -gedalia
On Wed, Nov 9, 2016 at 12:53 PM, Gedalia Pasternak <gpaster...@mak.com> wrote: > Hello list, > > I'm wondering if anyone has done performance testing on the new VAO > support in 3.6? I'm using 3.4 and see a significant performance hit when > turning on the GL3 flags and using VBO's, As a test I restored call list > support and saw a significant performance improvement vs the VBO path. But > still slower then the non gl3 pipeline. ( Some of these settings are > embedded in the saved ive file which makes it a bit harder to test > different code paths.) But OSG seems to be enabling and disabling lots of > VBO attributes and doesn't particularly draw stuff in a way that's > optimized to have the minimal number of attribute changes. > > I've also added a Material UBO which seems a reasonable replacement for > the existing attribute which uses deprecated functionality. But it's not > clear how to do this cleanly. And would need that UBO to be added to all > shaders. > It's still unclear to me how enabling gl3 should work. Shader generation > doesn't automatically happen and there's really very little rendering out > of the box. > Gedalia > > -- > DI-Guy Engineering Lead, VT MÄK > 150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140 > > -- DI-Guy Engineering Lead, VT MÄK 150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140
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