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 yo
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
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 verte
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
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Hi,
I tested it on a nVidia GTX670, driver version 314.22 for Windows 7 x64.
Thank you!
Cheers,
Marcel
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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
> Hi,
>
> I am currently evaluating the performance of uniform buffer objects vs.
> regular uniforms. My demo applica
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 in
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