Hi Robert,
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.
yes, I see that you will need the changes based on latest trunk, and not
based on release 3.2.1. Unfortunately I can't start doing this before
next week, but I will send my changes based on trunk if no other
osg-user has a similar changeset and some example app ready right now.
Really needed for SSBO/SSBB support is probably only 50% of the changes
I have made to my osg-core sources. And it is mostly not changing
existing osg, just new stuff, added to existing source. I only know
about one changed osg function that is extended by a glMemoryBarrier()
call., so this should be fairly safe to put into osg-core.
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.
I would suggest that a "minimal changeset" will be put into trunk as
soon as possible, so every user can run an example and take a look at
what it is about. Later I would be happy if there are some discussions
for future development about which implementation strategies are best
for combining OSG and all the new GL 4 stuff . I think it would be best
to take advantage of latest GL features in OSG-based applications ,
maybe opening for shared GL-Objects and some multithreading, while
still remaining performance and principles etc. of the OSG.
regards, Markus
Den 04.12.2014 10:21, skrev Robert Osfield:
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]
<mailto:[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
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