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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