Hi, On Wed, 2017-05-10 at 13:43 -0500, Carsten Neumann wrote: > Hi Gerrit, > > On 2017-05-10 13:22, Gerrit Voß wrote: > > sorry for being mostly silent, I'm chasing one deadline after another > > since beginning of the year. > > not worries, good to hear it's still you doing the chasing instead of > the deadlines hunting you ;) > > > On Wed, 2017-05-10 at 11:11 -0500, Carsten Neumann wrote: > >> On 2017-05-04 01:56, Johannes wrote: > >>> is this still in the pipeline? > >> > >> yes, thank you for the reminder though. Since this modifies existing > >> code (as opposed to mostly adding new classes) I wanted to take a little > >> closer look. > >> - For OSGComputeShaderAlgorithm is it possible to combine the > >> useMemoryBarrier and memoryBarrier fields, i.e. if memoryBarrier is > >> GL_NONE that means no memory barrier? That would allow controlling the > >> barrier with a single field instead of requiring the setting of two. > >> - Can you imagine a situation where a barrier is needed/useful before > >> the compute shader? If so, should we have > >> preMemoryBarrier/postMemoryBarrier fields instead? > >> - In OSGGeo{Integral/Vector}BufferRefProperty you add getOpenGLId helper > >> functions, but then they appear to not be used. Did I miss something? > > > > small comment, the *Ref* classes are meant to refer to/reference OpenSG > > external OpenGL objects, so validating them through OpenSG and > > translating them to an OpenSG managed OpenGL Id is not the intended > > behavior. > > > > So the changes to OSGGeo{Integral/Vector}BufferRefProperty will break > > existing code and kind of duplicate what the normal properties do. > > > > What was the reason behind these changes ? > > Oh right, I missed the part about this being external GL ids that do not > need mapping. I'll revert that part right away. If Johannes has a > scenario where the previous behavior is not doing the right thing we can > figure out a correct change with more calm. Sorry about the (potential) > breakage.
There is one example actually using 2 ids, OSGTextureObjRefChunk. This one has a oglGlId and an osgGlId if the OSG id is set the normal OSG validation/mapping is done. If the oglGlId is set only the GL calls are made. If both are set, the OpenSG id wins ;) If there is a need to reference OpenSG internal properties this might be the way to go. kind regards gerrit ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users