Markus Hein wrote:
>
>
> I will have this in mind, it seems that this wasn't needed for my tests
> right now. Why did you need the custom drawable ? Could you explain
> this? Thanks.
>
>
I had to do this so that the Compute code was always run. Sometimes,
specifically with multiple comput
Hello Steven,
I've found a solution for this issue. First, the compute node and
result geometry must be assured to be in the same render bin.
thanks, this solved the problem !!
I have fixed the osgSSBO example here on my PC and will send my small
changes to Robert soon, so osg-trunk can be
I've found a solution for this issue.
First, the compute node and result geometry must be assured to be in the same
render bin.
2nd, attach the compute node program to a custom drawable node and turn off
display lists so that is guaranteed to be executed every frame.
Thank you!
Cheers,
St
Markus, more specifically... when is the appropriate time to call the
glDispatchCompute() function?
Thank you!
Cheers,
Steven
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=63081#63081
___
osg-user
Hi,
I don't think there is anything special about the geometry. I also had the
issue that the compute shader would only work if it had the axis.osgt appended
to it's scene graph.
Is it necessary that the compute shader always appear previous to the
"resultsRenderTree" in the scene graph? It mi
Hi Steven,
I never came across that compute shader execution stopped , but in som
cases I experienced some "flickering" that could somehow depend on
culling, but I did not find the reason for this. You could try to track
if glDispatchCompute() in Program.cpp is called properly and at the
rig
Hi Stephan,
This type of issue isn't something that others can really help with, there
are simply too many unknowns. It could be a driver bug, a problem with
your shaders, a hardware problem, an OS problem, a problem in the OSG, a
problem in your application. Even if you have everything in front
Hi, I'm using the compute SSBO technique to handle a particle system.
I have everything working but in some cases the compute shader stops
functioning and the particle system freezes. This seems to happen when a
particular geometry in the scene is drawn. If the geometry is culled the
particle s
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