I have digged into this a little further and using glIntercept I learned that 
glDispatchCompute ends up being executed before the flowers texture has been 
bound. 

Adding a second quad to the scene with the flowers texture on texture unit 1 
before the compute node fixes the problem, but is hardly ideal.

Is OSG delaying texture switches until it sees actual geometry somehow? If that 
is the case, then some sort of check for compute shaders might need to be added 
so that texture attributes on the path to a compute program are executed before 
glDispatchCompute.

Can someone perhaps point me in the right direction on how to fix this or maybe 
suggest a better solution?

I am on 3.1.4, btw and it doesn't look like there have been any changes to 
compute shaders since its release.

Cheers,
Michael

P.S.: I would like to use this for a histogram compute pass using Wang Rui's 
excellent EffectCompositor, which I have altered a bit to get compute shader 
support.

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http://forum.openscenegraph.org/viewtopic.php?p=53512#53512





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