[osg-users] Support for sampler arrays

Robert Osfield robert.osfield at gmail.com
Tue Mar 22 01:24:02 PDT 2016

Hi Chris,

You can subclass from osg::StateAttribute and implement your own GL state
calls in the same way as all the core StateAttribute classes implement
their GL state calls.  The osg::Uniform is an exception though as there are
particular rules about when uniforms can be applied - you have to know that
the appropriate glProgram is applied prior to assign the uniforms to them.

osg::State manages this task, applying all osg::StateAttribute then
applying the osg::Uniform.  The add sampler arrays the natural place would
be to modify the core osg::Uniform and simply submit this for inclusion in
the core OSG.


On 22 March 2016 at 06:32, Chris Kuliukas <chris at kuliukas.com> wrote:

> Hi,
> Working on an app that is going to be doing a lot of work with large
> texture processing, and will need to squeeze as much data into graphics
> memory as possible and allow many textures to be referenced
> programmatically.
> I've got texture arrays working, but can't use this for all requirements
> since all layers in a texture array have to be the same size.
> It looks like I could use sampler arrays (e.g. sampler2D myTextures[20];
> ), but osg::Uniform doesn't seem to support such a thing.
> I'm also wondering if there's an easy way to easily run your own OpenGL
> commands in case something isn't supported yet and you just want to use GL
> directly instead of waiting for the OSG implementation?
> Thank you!
> Cheers,
> Chris
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