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. > > > > _______________________________________________ > osg-users mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > >
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