Hi,

Right, I see, glBindImageTexture is called in applyTexParameters. Thank you.
Isolating out compute-related stuff in a separate node graph class would 
clarify things. I don't see that as an extension of the main scene graph. A 
runnable class with a compute shader would make as much sense as a drawable 
class with say, a vertex shader. A memory barrier is independent and would be 
best also isolated. It is typically called after glDispatchCompute, but also 
after large fragment-related operations, typically.
Anyway, just my $0.02.

Fred

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