Hi Steven,

I never came across that compute shader execution stopped , but in som cases I experienced some "flickering" that could somehow depend on culling, but I did not find the reason for this. You could try to track if glDispatchCompute() in Program.cpp is called properly and at the right time on your system.

In osgcomputeshaders example, i remember, there was an issue that it only worked for me if this axes.osgt model was added to the scene (Line 66).

Could you describe your scene a little bit more? What is somehow special with the geometry that will stop your computeshader ?

regards, Markus




Den 02.03.2015 18:14, skrev Steven Powers:
Hi, I'm using the compute SSBO technique to handle a particle system.

I have everything working but in some cases the compute shader stops 
functioning and the particle system freezes. This seems to happen when a 
particular geometry in the scene is drawn. If the geometry is culled the 
particle system works just fine.

The scene graph looks like this:

-Group
     +computeNode (with the SSBO and compute shader attached)
           - Group
                   + rendering particle system with geom/vert/frag shaders 
attached
     + test geometry (readNodeFile(test.osg))


If the test geometry is off screen the computeNode functions fine. If it is on 
screen the computeNode no longer runs the compute shader.

Also, if I attach a static geometry (read from a file) to the computeNode this 
problem no longer occurs. Even if that geometry is loaded from the same file as 
the test geometry.

When it works the scene graph looks like this:

-Group
     +computeNode (with the SSBO and compute shader attached)
           - Group
                   + rendering particle system with geom/vert/frag shaders 
attached
           - test geometry (readNodeFile(test.osg))
     + test geometry (readNodeFile(test.osg))


Thank you!

Cheers,
Steven

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62913#62913





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