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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