Hello Steven,

I've found a solution for this issue. First, the compute node and result geometry must be assured to be in the same render bin.

thanks, this solved the problem !!

I have fixed the osgSSBO example here on my PC and will send my small changes to Robert soon, so osg-trunk can be updated with settings where statesets using same renderBin.

Now I can dive trough all of my particles smoothly (there are so many of them..). This ill probably help to cure my wife's "simulator sickness"... and I'm happy and try again using SSBO's for testing some new particle system approach.

2nd, attach the compute node program to a custom drawable node and turn off display lists so that is guaranteed to be executed every frame.


I will have this in mind, it seems that this wasn't needed for my tests right now. Why did you need the custom drawable ? Could you explain this? Thanks.


btw.: if you are sitting on some nice higher level ParticleSystem implementation, using osg::SSBO and osg::SSBB, maybe this could be a good starting point for a new GPU-based ParticleSystem Library for the OSG ?

Over more than a decade.. we have used the osg::Particle library a lot for our needs , but now it seems that some GPU-based approach must take over.. osg:Particle library was sometimes complicated to work with.


best regards, Markus

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