sergio2k18 wrote:
>
> I have two compute shader and i need that second cs must wait until first cs
> finished his work. Do i have to use memory barriers between each dispatch
> compute invocation? How can i invoke glMemoryBarrier in openscenegraph?
>
You certainly should use memory barrier
wrong ;) :
https://github.com/pumexx/pumex
Cheers,
Paweł Księżopolski
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the author of this example, so if you need any help with it then just let
me know.
Paweł Księżopolski
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it was Apple's choice to skip
Vulkan and go only with their Metal API. Maybe things will change
on that platform before VSG becomes mature enough.
Cheers,
Paweł Księżopolski
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through my email address : pawel.ksiezopo...@gmail.com
Looking forward to hearing from you
Paweł Księżopolski
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Hi mp3butcher
You are right - this method is insufficient for your needs.
The simplest way to overcome this is to write osg::TextureBuffer
descendant with one method added :
Code:
void MyTextureBuffer::bindBufferBase( unsigned int contextID, GLuint target,
GLuint index )
{
I have checked in non op getModeUsage() from Texture2DMultisample and
Texture2DArray.
The same applies to osg::TextureBuffer.
I never use setTextureAttributeAndModes() with it.
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( this is bc4 compression, I think ).
Paweł Księżopolski
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( deep copy ), but drawables and statesets are the same.
Now you can connect update callbacks to nodes.
Paweł Księżopolski
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