Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-30 Thread Roman Grigoriev
Hi, Nice examples. To extend functionality you can add hardware culling like this http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/ Also need to make some tests to see perfomance about dynamic matrix modification. I think that best perfomance will be with Divisors. To remove

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-30 Thread Aurelien Albert
Hi, If you change data often, you can declare the vertex attribute array usage as STREAM_DRAW. And to pass 4x4 matrices, you can do this : - declare 4 vertex attributes array in OSG - fill them with the 4 colums of your matrices - bind them to attributes units 4, 5, 6, 7 (for example) - in

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-29 Thread Aurelien Albert
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:

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-29 Thread Marcel Pursche
Hi Aurelien, Thank you, for your answer. I suspected something like this, but I was not sure if I was right. It looks like I am using the cache for the uniform buffers in a very bad way, because I change the data so often. As you suggested I'm currently trying out storing the matrices in a

[osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-28 Thread Marcel Pursche
Hi, I am currently evaluating the performance of uniform buffer objects vs. regular uniforms. My demo applications uses hardware instancing to render thousands of quads that represent grass. The geometry is static in my demo. I tried out different approaches to store the model matrix for each

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-28 Thread Christian Buchner
A lot of this performance issue may depend on the specific implementation in your driver. Are you using Intel, nVidia or AMD (ATI) graphics? Christian 2013/8/28 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hi, I am currently evaluating the performance of uniform buffer objects

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-28 Thread Marcel Pursche
Hi, I tested it on a nVidia GTX670, driver version 314.22 for Windows 7 x64. Thank you! Cheers, Marcel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56011#56011 ___ osg-users mailing list