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,
No absolutely do not use Osg. It may not be mentioned, but Osg is quite
heavyweight.
Osg is a render engine, not a scene graph, whatever that is.
Shockingly, people don't even use Osg because it is a scene graph. We use it
because it thinly abstracts(?)OpenGL, and leaves you with a looot
Hi,
I wouldn't use osgEarth, that's a heavy notekit, which is in its own a rather
sluggish heavy prebuilt thing people use to make planets I think.
I get what you're asking. You're thinking of some voxel type thing... Hm, just
build your own.
Thank you!
Cheers,
Johny
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Thanks David! I got it to work now.
Here my function creating a 2D texture from a 2-Dimensional vector, in case
it's of any use to anyone.
Code:
osg::Texture2D* createTextureLUT2D(std::vector >& data)
{
int rows = data.size();
int cols = data[0].size();
*7 years later
... This is a problem in 2018.
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http://forum.openscenegraph.org/viewtopic.php?p=74965#74965
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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
Hi,
I've been using the following snippet to get a final world position
Code:
n.getBound().center() * computeLocalToWorld(n.getParentalNodePaths()[0]));
This works correctly some of the time, e.g. for a shallow scene, or one that is
freshly imported from an .obj loader, etc.
But things go
Hi,
Like this unanswered thread from 2011
(http://forum.openscenegraph.org/viewtopic.php?t=8366) suggests, replacing the
bounds center with a vec3(1,1,1) is much better.
Code:
Vec3(1,1,1) * computeLocalToWorld(pat->getParentalNodePaths()[0]);
This gives me the result I'm looking for.
Thank
1. Re: osgQt include files (Michael W. Hall)2. Re: Advice requested: Is OSG what I need for my project?(Johny Canes)3. Re: Procedural terrains in oder to dig it. (Johny Canes)
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