<div dir="ltr"><div class="gmail_default" style="font-family:tahoma,sans-serif">Hi Florian,</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">I have a working implementation with non-FFP, which I cannot disclose,</div><div class="gmail_default" style="font-family:tahoma,sans-serif">but I can give you some pointers:</div><div class="gmail_default" style="font-family:tahoma,sans-serif">- I suggest to go for the "osg version" that you mention, using native osg geometries, not to have conflict with GL state and rendering in all osg threading schemes</div><div class="gmail_default" style="font-family:tahoma,sans-serif">- you can either </div><div class="gmail_default" style="font-family:tahoma,sans-serif">1) create and destroy geometries</div><div class="gmail_default" style="font-family:tahoma,sans-serif">2) reuse them (updating vertex arrays and primitives). </div><div class="gmail_default" style="font-family:tahoma,sans-serif">In both method, make sure to manipulate the geometries only when it's safe, as in some threading models update and draw will overlap.</div><div class="gmail_default" style="font-family:tahoma,sans-serif">For instance take a look at the FrameSwitch node mentioned in these threads:</div><div class="gmail_default"><font face="tahoma, sans-serif"><a href="http://forum.openscenegraph.org/viewtopic.php?t=14849">http://forum.openscenegraph.org/viewtopic.php?t=14849</a></font><br></div><div class="gmail_default"><font face="tahoma, sans-serif"><a href="http://forum.openscenegraph.org/viewtopic.php?t=16463">http://forum.openscenegraph.org/viewtopic.php?t=16463</a><br></font></div><div class="gmail_default"><font face="tahoma, sans-serif"><br></font></div><div class="gmail_default"><font face="tahoma, sans-serif">HTH,</font></div><div class="gmail_default"><font face="tahoma, sans-serif">Riccardo</font></div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Dec 18, 2017 at 3:51 PM, Florian GOLESTIN <span dir="ltr"><<a href="mailto:florian.golestin@gmail.com" target="_blank">florian.golestin@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Everyone,<br>
<br>
I was thinking to integrate ImGUI with the non FPP version but I'm not sure how to do it.<br>
<br>
Itself, ImGUI render the ui inside a vector of (vector of ) struct containing the triplet Vertex Position, UV coordinates and Color value. As it's and "immediate GU", It refresh and refill the buffers every frames.<br>
<br>
Here, I see two solution:<br>
- Non-OSG'ish: render the UI still using the GL function (glGen...) and shader<br>
- OSG version using geometries (created and destructed each frame)<br>
<br>
What would be the recommended solution to integrate such library?<br>
<br>
<br>
Thank you!<br>
Florian<br>
<br>
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