Re: [osg-users] passing uniforms to compute shader

2016-10-31 Thread Mary-Ann Zorra
Hi, ok, maybe it is easier in that way. Here are the uniforms of the compute shader: Code: struct PointLight { vec4 position; vec4 color; vec4 paddingAndRadius; }; // Shader storage buffer objects layout(std140) uniform LightBuffer { PointLight data[1024]; } ;

[osg-users] passing uniforms to compute shader

2016-10-24 Thread Mary-Ann Zorra
Hi everyone, I am trying to write a functional compute shader, but the uniforms dont't want to work. I have a compute and a usual shader program currently. The compute shader has to write a texture, which can be read by the usual shader. This part works fine. But I would like to pass some

[osg-users] convert std::vector to osg::BufferObject

2016-10-04 Thread Mary-Ann Zorra
Hi guys, I have some problems with passing an std::vector to my shader as a uniform, and I was wondering, if anyone has some idea, how to do this. So my issue is that an std::vector of a custom defined data type have to get bound to the shader. I have an osg::UniformBufferObject and I would

Re: [osg-users] Attaching children to the prerender camera

2016-09-21 Thread Mary-Ann Zorra
Hi Nick, Thank you for your answer. I have a callback now, which prints every time the texture image to file, when the framebuffer is rendered. I also added a debug line to the fragment shader, so I can see, that my shader is able to render. But it still can not see the objects in the scene

[osg-users] Attaching children to the prerender camera

2016-09-19 Thread Mary-Ann Zorra
Hi, I am pretty new in OSG, so sorry if I am asking a bit noob question. But I am stuck on this problem, and have no idea how I could solve it. So I would like to prerender my scene into a framebuffer to have a depth map. I tested everything, my shader seems to work if I am using it in my main