Glsl occlusion - #6299
Conversation
…ment' into glsl_occlusion
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Great job @nohayassin @gwen2018 |
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@gwen2018 - found the issue: |
| project_fragment_text, | ||
| "position", "textureCoords", | ||
| "output_xyz", "output_uv")) | ||
| "texture_xyz", "texture_uv")) |
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This is concerning to me. It would be better to use output_xyz in occlusion shaders output_uv or texture_xyz and texture_uv in the pointcloud shader.
From what I recall, most graphic card drivers are ignoring these names and just bind first out variable to the first attachment and second to second. However, I remember in my testing I have encountered specific GPU models that failed to run unless correct out variable names were specified.
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Thanks for catching the glsl shader over aggresive issue, fixed as suggested.
The output variable names were mismatched by mistake, texture_xyz and texture_uv output names in occlusion shader, and output_xyz and output_uv in the pointcloud shader, both should match what's defined in the shaders. I have corrected it. Thanks for catching this error.
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| scoped_timer t1("Horizontal Scan"); |
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@gwen2018 - please remove the two scoped_timers from the CPU version
implement occlusion removal on gpu with glsl