Hi Markus,

Thanks for the changes to work with svn/trunk.  I've been able to slot them
into svn/trunk pretty easily, everything compiles and runs on my system.  I
don't know yet whether I see exactly what I should be expecting - a group
of points that start in a cube then swirl outwards, particularly in the y
axis.

Changes are now checked into OpenSceneGraph svn/trunk and
OpenSceneGraph-Data svn/trunk.

Cheers,
Robert.

On 9 December 2014 at 19:33, Markus Hein <[email protected]> wrote:

>  Hello Robert,
>
>
>  I have now added the glMemoryBarrier, glMapBufferRange and
> glBindBufferBase functions into GL2Extensions, along with the #define's.
> This is now checked into svn/trunk.
>
> thanks.
>
> I'm back from vacation, was reading this first now. Ok , I have built
> today's  trunk and want  to send my SSBO changes for trunk osg-core. With
> these changes, my example app from last zip-package will run as on my 3.2.1
> mod (OSG_FILE_PATH must be set and the shaders installed there )
>
>
> This is in the changeset attached:
>
>
>    - adding missing 3dtexture-include tag in GL2extensions.cpp to make it
>    compiling under win32
>    - adding ShaderStorageBufferObjectBinding in StateAttribute enum
>    - adding minimal implementation for ShaderStorageBufferObject
>    - adding minimal implementation for ShaderStorageBufferObjectBinding
>
> together with your changes, it is possible to use SSBO in osg applications
> based on latst trunk.
>
>  Observations:
>
> zooming in/out with trackball camera manipulator probably  has some impact
> on glDispatchCompute() called by Program.cpp Don't know why, it is updating
> smooth when camera is "inside" the particlecloud, but flickering occuring
> if camera is "outside" particle cloud. I guess this is a syncing issue we
> need to handle with proper glMemoryBarrier(), but I just want to make sure
> it doesn't comes  from some osg tree traversal setting.
>
>
>  Todo:
>
> Research, reasearch .. find the proper use of glMemoryBarrier()  - using
> the right bits  in the bitmask, usually one want to compute (read/write)
> and draw data in VBO (read) without syncing issues
>
> I will try to get trunk with these changes and continue with  making a
> osgSSBO example, reduced to the basic stuff . Reloading shaders on-the-fly
> is a real timesaver, so I will try to leave this in the example code
>
>
>
>  regards, Markus
>
>
>
>
> Den 04.12.2014 18:17, skrev Robert Osfield:
>
> Hi Markus,
>
> On 4 December 2014 at 15:05, Markus Hein <[email protected]> wrote:
>
>>  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.
>>
>
>  I have now added the glMemoryBarrier, glMapBufferRange and
> glBindBufferBase functions into GL2Extensions, along with the #define's.
> This is now checked into svn/trunk.
>
>  I'm now looking at moving the merging the GLBufferObject::Extensions
> settings into the GL2Extensions as well.
>
>  It might be that we'd later want to separate the GL2Extensions into
> different blocks such as GL2Extentsions, GL3Extension, GL4Extensions.  I
> haven't yet decided on this.
>
> Robert.
>
>
>
> _______________________________________________
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>
>
>
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