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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51635#51635 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
