Den 09.11.2014 18:18, skrev Sergey Kurdakov:

Hi Sergey,

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

yes, OpenCL is an option and if Compute Shaders really have limitations compared to OpenCL I will need to go this way. Last time I have touched OpenCL - some years ago - it was simply not ready.

Since Compute Shaders and Shader Storage Buffer Objects came with OpenGl 4.3, i think that is what I need . App development can be done by using GLSL syntax (version 430) and so I hope that I can bypass all the OpenCL stuff, simply base everything on GL 4.3 or GL ES 3.1. After doing some successful tests (adding simple SSBO support to my OSG ) it solved my computation taskes, so I'm absolutely positive to use ComputeShaders instead of OpenCL. Right now I see no limitation , OpenGL 4.3 and the nvidia drivers seem to support everything. So I just wonder App's like this can be done with default OSG implementation. I see that some GL 4.3 features are not known to OSG right now, but the main question is how to get powerful, straight computation and visual rendering under one Hat.

I can try to play around with 2 viewers with shared scene data between them. Maybe this will simply work, just to call one the "ComputeViewer" ? One for the computation, the other one for visual rendering.

But else, there is no better, "builtin" way to run a "osg computation thread" over the scene in parallel to the viewers renderthreads? Another related question is if I need to do proper use of glMemoryBarrier() to make sure everything is in sync ?

Thanks and regards, Markus

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