Hello Julien,
Den 03.12.2014 22:27, skrev Julien Valentin:
Hello all
Just by curiosity, I wonder what concrete usage make mandatory the SSBO..?
in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong
feedback streams are designed for this...(haven't compare perfs but seams
obvious)
hmm, FeedbackTransformBuffers can be used for this, somehow .
I think that SSBO's and the very latest GL features making sense if
thinking about changing the app design/architecture .
Avoiding expensive data transfers between host and device as much as
possible, and using the power of modern GPU's for high troughput computing.
Maybe we should ask why some combination of OSG & ComputeShaders & SSBO
etc. could make sense ? I think one major problem for the "pure
computing guys" is holding overview , debugging, visualizing and
tracking their data??
In my eyes , OSG seems to be perfect to handle complex scenes , but it
has - right now - not so good support for the very latest GL features
(my opinion).
I like the idea to combine data computation, data monitoring/debug, and
data visualization in one solution. Maybe OSG could be tuned to make it ?
good night, Markus
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