Hi Markus,

it's difficult to figure out while you want exactly compute shaders,
but with OpenCL you might have several OpenCL threads - one which will
communicate with OpenGl and another one which will perform independent
computations
<https://software.intel.com/en-us/articles/opencl-and-opengl-interoperability-tutorial>
Regards
Sergey

On Sun, Nov 9, 2014 at 4:16 PM, Markus Hein <[email protected]> wrote:

> Hello All,
>
> maybe someone can point me to example or osg-users discussion where data
> computation is done in parallel to scene rendering. Maybe someone has done
> similar stuff before, I could not find the right answer after searching in
> osg example code.
>
> I want to realize a pure OSG based application , where  a compute thread
> is using compute shaders, updating data stored in BufferObjects stored in
> GPU memory. This  thread must run very straight at  high and predictable
> framerate for numerical precision.
>
>  In addition, the app will have  one or multiple  viewer threads,
> rendering the scene at fastest possible framerate. The visual scene will
> use the data stored in GPU  memory that is updated by the compute thread
> for rendering  (avoiding data transfer to host and back).
>
> I see that osg viewer.frame() is dispatching rendering of the scene , but
> fastest possible framerate is given by viewers framerate.  Is there a way
> to realize a thread that doesn't depend on viewers framerate for fast and
> predictable computation ? I expect that my viewer threads will run at 20-60
> Hz, but the compute thread must run > 60 Hz, eventually locked to some
> given framerate.
>
> Thanks for some info!
>
> regards,  Markus
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to