[osg-users] glMemoryBarrier

2018-09-24 Thread Tyler Durden
Hi, 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? Thank you! Cheers, Tyler -- Read this topic

Re: [osg-users] indirect drawing

2018-07-08 Thread Tyler Durden
Hi, ... Tank you! I'm going to see it immediately! Thank you! Cheers, Tyler -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74275#74275 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] indirect drawing

2018-07-08 Thread Tyler Durden
Hi, Is there a minimal example how to preapre an indirect drawing with osg? I looked at osgcpucull.cpp but it is a little bit difficult to learn. ... Thank you! Cheers, Tyler -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74273#74273

Re: [osg-users] Chunked lod

2018-06-25 Thread Tyler Durden
Hi, Tank you for your answer, Robert. The fps speed up when i cut from scene all 3d bounding boxes ( a mesh version of AABB). There is a perceptible improvement. Anyway, some day ago i started with a small program how to use draw instancing in Openscenegraph. Just now i'm evalutating to write a

[osg-users] Chunked lod

2018-06-23 Thread Tyler Durden
Hi, I have implemented a working chunked lod system for terrain. It uses vertex morphing to execute smooth transition between quadtree's levels like CDLOD. It is parametrizable ( i can choose the depth or number of levels, the size of quadtree node and so on). Chunked lod is a quadtree based

Re: [osg-users] Draw geometry on demand

2018-06-15 Thread Tyler Durden
Hi, Rollback: i got it working. Now i can use geometry instancing with VertexAttribDivisor too. There was some misunderstanding about my code organization. Thank you! Cheers, Tyler -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74082#74082

Re: [osg-users] Draw geometry on demand

2018-06-15 Thread Tyler Durden
Hi, Sorry for my late answer. Forget about my last question. What i'm trying is to use a single mesh to draw a terrain in a quadtree. I want reuse same geometry over quadtree's nodes. My problem is to use a single grid mesh (only x-y plane, because i use Vertex texture fetch on vertex shader to

Re: [osg-users] Draw geometry on demand

2018-06-10 Thread Tyler Durden
Hi, Maybe with an osg::Drawable::DrawCallback? Thank you! Cheers, Tyler -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74021#74021 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Draw geometry on demand

2018-06-10 Thread Tyler Durden
Hi, I like to know how to redraw geometry on demand. I have a osg:geometry with attached VertexArray and PrimitiveSet. I need to send draw command to redraw geometry. I see there is a "draw" method in DrawElements class, but that wants an osg::State that i dont know how to get. Or alternatively

Re: [osg-users] Adding primitiveset in runtime

2018-05-05 Thread Tyler Durden
Hi Robert I aware that next step, after a working quadtree, is to have a system of tile caching in order to visualize large terrains. I have to study database paging of OpenSceneGraphc. I I have much to learn, i started only few months ago with 3d graphic programming. Tank you Robert.

Re: [osg-users] Adding primitiveset in runtime

2018-05-04 Thread Tyler Durden
Hi Robert. First of all tank you for your patience. Ok. Maybe i have to re-think entire algorithm. I'll try to switch from 1 big geometry with many indexes to many geometries. In this way i can manage node's geometry as geode and attach/detach to main scene group with addChild/removeChild.

Re: [osg-users] Adding primitiveset in runtime

2018-05-04 Thread Tyler Durden
Hi Robert. In a base class i already use follow setup: meshGeometry->setDataVariance(osg::Object::DataVariance::DYNAMIC); meshGeometry->setSupportsDisplayList(false); meshGeometry->setUseDisplayList(false); meshGeometry->setUseVertexBufferObjects(true); where meshGeometry is a osg::ref_ptr

[osg-users] Adding primitiveset in runtime

2018-05-04 Thread Tyler Durden
Hi, I'm exploring a quadtree algorithm of my own, having one large vertex array and a set of precomputed indices as various DrawEelementUInt instances. During runtime ,in order to visualize/hide quadtree nodes, i attach/detach primitiveset by calling addPrimitiveSet/removePrimitiveSet to a to an