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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