Hi Fred, Yes, both are not anything drawable. So I place glDispatchCompute() in the Program class. I can do the same thing to glMemoryBarrier but there may be a confusion that applying computer shader to a mesh seems to be meaningless, so I wonder if there could be a certain 'helper' drawable for such cases, and can be directly used when we need to do so. Use a draw callback is good but maybe developers should do more work and OSG will only provide addresses of these extensions for use.
The glBindImageTexture() function is implemented in the Texture class in my implementation. I treat it as an attribute of the texture object. OSG 3.0.1 doesn't have this extension. Wang Rui 2012/12/19 Fred Smith <[email protected]> > Hi Wang, > > I would say glDispatchCompute is a runnable, not a drawable. Similarly, > glMemoryBarrier is a... memory barrier. Both these functions deserve their > own dedicated scene graph class. Right now I'm just using drawable > callbacks. > > I have edited my previous message after I actually pressed the submit > button, here is a repost of the second part of the message: > > > > Also, as as side question, where do you actually call glBindImageTexture > to bind the texture as an image? I'm working against OSG 3.0.1 and couldn't > find any reference to glBindImageTexture in the source code. I am using a > hand-made class for texture images. > > > > > Fred > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=51633#51633 > > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
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