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
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Hi,
... Tank you! I'm going to see it immediately!
Thank you!
Cheers,
Tyler
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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
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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
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
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
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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
Hi,
Maybe with an osg::Drawable::DrawCallback?
Thank you!
Cheers,
Tyler
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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
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.
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.
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
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
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