Hi,
regarding SSBO and OSG , I will try to contibute by adding my changeset
later the day or tomorrow for comparison, review and test. From what I
have seen until now, it is important to implement and use
glMemoryBarrier() properly , avoiding sync issues when rendering data
stored in SSBO computed by ComputeShader.
I have got computation and rendering working without sync issues when
calling :
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT|GL_VERTEX_ARRAY_BARRIER_BIT)
right before calling glBindBuffer() for the VBO (inline func in
BufferObject headerfile)
Any advice? For good long term health exercise at 20minutes a day -
even 20 minutes of walking will do :-)
Working SSBO's would make OSG and the osg-community looking at least 5
years younger, I guess..
If we could get SSBO and possibilites for heavy-computing in OSG very
soon.. would be like christmas.
regards, Markus
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