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. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53512#53512 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

