Hi Damian,
Fragment shader branching is extremely fast nowadays, so I would not
worry here to much. If the uniform is set at the top at the view's
camera stateset, the branch prediction will do its job here.
If you are rendering from the same point of view, you could also simply
do a
Hi Damian,
The OSG svn/trunk has a new feature called #pragma(tic) shader composition
that allows you to control which shader paths are used by provided the
defines to control them from StateSet::setDefine() methods placed in the
scene graph. You could write your shaders to use a particular
By reading a book of OSG, finally, I kind of solved this problem.
In my opinion, it is caused by the usage of DisplayList. OSG uses DisplayList
by default, and it takes time for DisplayList to be compiled. If I use VBO or
naive OpenGL rendering, problem is solved. I can use
Hi,
I've exhausted what references I could find without really coming up with a
good way of doing this, so I am hoping someone can advise me on an efficient
method of achieving the following outcome in OSG.
I have an arbitrary, large number of nodes scene that I don't control the
contents of
it works, but some features in the Intel driver may not be available. In
our case we ran across an issue with the OpenGL extensions
GL_EXT_Draw_Instanced and EXT_gpu_shader4 not being available. Don't expect
stellar performance either. ;)
We are using Ubuntu 12.04 with the latest hardware
Thanks, exactly what I needed to know. Much appreciated!
We're using a third party engine and I'm not sure which version of OSG it's
using, but the #pragma shader sounds cool, I'll keep in mind for other work.
Cheers,
Damian
--
Read this topic online here:
We've been running an OSG/osgEarth based app on Linux/Intel GPU for a while
with moderate success.
On Wed, Apr 1, 2015 at 3:50 AM, Christian Buchner
christian.buch...@gmail.com wrote:
it works, but some features in the Intel driver may not be available. In
our case we ran across an issue
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