[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] Advice requested: Is OSG what I need for my project?

2018-09-24 Thread Johny Canes
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

Re: [osg-users] Procedural terrains in oder to dig it.

2018-09-24 Thread Johny Canes
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 -- Read

Re: [osg-users] Image containing floats

2018-09-24 Thread ivar out
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();

Re: [osg-users] Obtain the position of a node

2018-09-24 Thread Johny Canes
*7 years later ... This is a problem in 2018. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74965#74965 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] glMemoryBarrier

2018-09-24 Thread Paweł Księżopolski
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

[osg-users] Absolute/world position

2018-09-24 Thread Johny Canes
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

Re: [osg-users] Absolute/world position

2018-09-24 Thread Johny Canes
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

Re: [osg-users] osg-users Digest, Vol 135, Issue 28

2018-09-24 Thread jonasydy
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)