Re: [osg-users] Layered rendering with a geometry shader

2019-05-22 Thread Chris Djali
Hi, Most of my testing was with a ShapeDrawable with a sphere, and that uses quad strips. However, I've also tried it with some of OSG's test models, such as spaceship.osgt, and that specific example only uses triangles and is broken, too. Cheers, Chris -- Read this topic onli

Re: [osg-users] Layered rendering with a geometry shader

2019-05-22 Thread Voerman, L.
Hi Chris, I work almost exclusively with nvidia hardware, but I remember having a similar problem, that turned out to be related to using triangle strips. Maybe you can work around by pushing the geometry trough the optimizer to break triangle strips into triangles? Laurens. On Mon, May 20, 2019 a

Re: [osg-users] Layered rendering with a geometry shader

2019-05-22 Thread Johny Canes
Ohmagawd, I have no idea what you guys are talking about, but... You're from the OpenMW team? I'm in love with Morrowind and played the TES3MP fork recently. I'm currently building a Skyrim clone in OSG. https://www.youtube.com/watch?v=DN_G0YQd7qE https://github.com/otse/MESSIAH/blob/master/src

Re: [osg-users] Layered rendering with a geometry shader

2019-05-20 Thread Chris Djali
Hi, I've been playing around with this, and have an annoying issue. On my machine, which runs Windows and has a Radeon Vega 56, using three viewports with geometry shader instancing makes some triangles go missing in the second and third viewports. This happens in my own application and in a sl

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Chris Djali
Thanks Voerman. I'd looked through the examples for other things, but not for multiple viewports, so missed that. It seems to be a good starting point once I switched the GLSL extension from the NV variant to the ARB one. Despite not being core until OpenGL 4.1, it looks like multiple viewports

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Wojciech Lewandowski
Hi Chris, This is the idea I wanted to try myself some day but the day for this never came. I probably would attempt the method described here https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass (see answer with 4 likes). Cheers, Wo

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Voerman, L.
Hi Chris, I did something similar a using multiple viewports, and created the osgshadermultiviewport example to preserve some of the work I did. It might be dependent on nvidia hardware (the extention strings suggest so). I do remember some discussion about layered framebuffer attachments, but don'

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Robert Osfield
Hi Chris, On Wed, 15 May 2019 at 00:32, Chris Djali wrote: > I'm investigating using a geometry shader to render multiple shadow map > cascades in one pass in OpenMW. While I've heard conflicting (but mostly > negative) accounts of how much additional performance this can bring, I > reckon it'

[osg-users] Layered rendering with a geometry shader

2019-05-14 Thread Chris Djali
Hi, I'm investigating using a geometry shader to render multiple shadow map cascades in one pass in OpenMW. While I've heard conflicting (but mostly negative) accounts of how much additional performance this can bring, I reckon it's likely to help, as OpenMW uses a ridiculous quantity of tiny d