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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