Hi Markus,

I have just done a quick first pass review against svn/trunk and there are
lots of changes between 3.2.1 and svn/trunk that result in so many
differences that it's difficult to spot all the extension specific
changes.  I will next look at the changes between your submission and 3.2.1
but thought I'd chip in a few suggestions first.

First up, this week I began work on a new scheme for managing OpenGL
extensions in the OSG to make it more streamlined and easier to
implement/maintain.  This was instigated by work to add new ColorMaski,
BlendFunci, BlendEquationi classes that wrap glColorMaski etc. that support
multiple render target usage.  The new approach cuts the number of lines of
code to manage extensions by around a 1/3rd so I'm keen to roll it out more
widely to the rest of the OSG.  This will be a bit by bit process.

Support for SSBO will get affected by these changes, and my inclination is
to add the various extensions required and classes in incrementally.

To help with my work could you port your work to svn/trunk and let me know
which bits you feel should be merged first/what would help this effort.

Once I've merged this support I'll tag the 3.3.3 dev release.

Robert.

Robert.




On 3 December 2014 at 21:06, Markus Hein <[email protected]> wrote:

> Hello Steven, Robert
>
>  I'm actively working on this as well. Could you send me the zip file so
>> that I can try it out?
>>
>>
>>
>
> here are my osg-changes for OSG-3.2.1 and a example app to play with. This
> is just what I found , able to build & run right now.
> The single threaded app is working on my laptop. Unfortunately, I had no
> luck to make a multithreaded approach working properly (compute thread ,
> renderthread sharing SSBO). The current design of osg core makes it a bit
> difficult. OpenGL 4.5 drivers promise to make life easier, maybe worth to
> wait for stable GL 4.5 driver releases and build on latest features?
>
> The single threaded osgSSBO example should work , but there can be
> numerical precision problems as soon as frame update is stalled or slow.
> I was a little bit confused where to place implementation for the new gl
> extensions, it is done in at different places, but this changeset is
> working for me.
>
> - some new extensions are basically supported, glMapBufferRange,
> glMemoryBarrier,etc. to play with SSBO and ComputeShaders
>
> To make it working:
> -replace the osg-3.2.1 source files with the modified files (adding SSBO,
> SSBB and support for some extensions)
> -build the example code as some osg-application, don't forget to set
> OSG_FILE_PATH so the shader files are found at the right location
> - play with SSBO and ComputeShaders , edit and save the shader sources
> on-the-fly, so they will be reloaded ...
>
> I hope you get it built and running .
>
> best 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