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






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