Hi Dirk,

> > Is there a way to have every node below the material change its
> parameters
> > independently? Something like registering enter/leave functions? How can
> > this be accomplished then?
> 
> No, that would pretty badly clash with the basic design, I'd rather
> avoid if possible.

Okay, but this takes me by surprise somehow, because I considered the
enter/leave-registration mechanism as being common usage within OpenSG.
Actually, we've already tried something like registering those shader
functions, but either the compiler complained all the time or the shaders
didn't work as they were supposed to. 
But I guess now we have the reason...;)


> > Or can the material be split into a shared "texture-part" and individual
> > "shaderprogram-parts"...?
> 
> Matthias already mentioned that, and yes, it will work. It will be more
> expensive than having a single material, but the actual state changes
> will be much simplified (identical Chunks don't do anything when used in
> multiple materials). Right now you can't share the ProgramChunks, as
> they store the parameters, so you need to have copies of those, which is
> not free.

If I'm not totally wrong, the project team has succeeded in splitting the
materials and applying the bump-maps etc. properly. However, after Andreas
posted the comfortable 5-lines-of-code solution using the GraphOps, all the
work has already been done "manually"...

 
> The real solution for your problem would be the ability to add Chunks on
> a per-object basis. It's in my head, but not in code yet, so for now you
> will not get around having multiple materials.

As long as everything fits into the graphic card's memory, we can live with
the "sub-optimal" setting...;)

But speaking of materials, shaders etc: Are there already plans when and how
the overall change of the shading part that Gerrit mentioned at the OpenSG
PLUS will be put into practice? 
As we'll have several theses and projects ahead using shaders, some sort of
"roadmap" would make life easier for suggestions and assistance...


Thanks a lot, y'all,
Matthias



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