Hi Glenn,
The way I'd tackle the issue of compilation of shaders taking a long time
is to avoid doing it frame time, doing as much work in scene graph
setup/compilation.
For you usage case I assume you have a complex shader with many different
constant inputs either controlling code paths or valu
Robert,
I have an application with several complex shaders. According to the
profiler some of them take a while to link (glLinkProgram), long enough to
cause a frame drop. This app cannot tolerate any frame drops so I was
looking into glProgramBinary as a possible mitigation. I'm open to other
ide
Hi Glenn,
On Wed, 19 Feb 2020 at 17:56, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I was looking in the glProgramBinary support in osg::Program. I don't
> *think* it is integrated with your "pragmatic" define-based shader
> composition system. Specifically there doesn't s
Hello Robert,
I was looking in the glProgramBinary support in osg::Program. I don't
*think* it is integrated with your "pragmatic" define-based shader
composition system. Specifically there doesn't seem to be a way to
associate a ProgramBinary with a particular defineString at the
PerContextProgra
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