Hello, today I want to share my experiment with transform feedback. I implemented an example from the book "OpenGL Superbible, Fifth Edition". In Chapter 11 there is a spring mass system example. The aim is the calculation of the physics into the vertex shader. The result should have to transfer with transform feedback into a second buffer (ping pong) and this buffer have to rendered. I was a little bit overextended with this in osg, because there was no support for this. Also I implemented this in OpenGL and after this I do the same in a osg::Drawable (drawImplementation function) in my osg example. A positive fact is I see something in my osg example, but it doesn't do the same like the opengl example. It looks strange and I don't have any idea what's wrong. :-( I attached the two examples to this e-mail.
I someone want to test the examples, I use cmake an I wrote a shell script,
which creates a build and a release directory and execute cmake in the build
directory. The osgDemo and the shader file are moved to the release directory
when you do 'make install'.
Following a short overview of the examples:
opengl_transform_feedback.7z
- main.cpp <-- main function
- mycallbacks(.cpp/.h) <-- glut callback functions
- springmasssystem(.cpp/.h) <-- spring mass object (init and draw function)
- spring_mass.vert <-- vertex shader (spring mass physics)
osg_transform_feedback.7z
- main.cpp <-- main function (osgviewer)
- myextensions.h <-- extension class (base class is osg::GL2Extensions)
- springmasssystem(.cpp/.h) <-- drawable class (spring mass system)
- spring_mass.vert
I hope some osg users are interested in this topic and have some ideas.
Thanks!
Martin
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opengl_transform_feedback.7z
Description: application/7z-compressed
osg_transform_feedback.7z
Description: application/7z-compressed
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