Re: [osg-users] Compute shaders halt

2015-03-29 Thread Steven Powers
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

Re: [osg-users] Compute shaders halt

2015-03-17 Thread Markus Hein
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

Re: [osg-users] Compute shaders halt

2015-03-16 Thread Steven Powers
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

Re: [osg-users] Compute shaders halt

2015-03-12 Thread Steven Powers
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

Re: [osg-users] Compute shaders halt

2015-03-12 Thread Steven Powers
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

Re: [osg-users] Compute shaders halt

2015-03-03 Thread Markus Hein
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

Re: [osg-users] Compute shaders halt

2015-03-03 Thread Robert Osfield
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

[osg-users] Compute shaders halt

2015-03-02 Thread Steven Powers
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