Hi Matthias,
On Wed, 2004-08-25 at 02:08, Matthias Biedermann wrote:
>
> 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...;)
I'm trying to keep a separation between the scene graph and the
drawtree, primarily to allow drawing threads that don't have a provate
copy of the graph. Therefore the whole enter/leave idea doesn't apply to
the drawtree.
> 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"...
Andreas' code works well, but it's an after the fact optimization. If
you can do it in your program beforehand, that's going to be more
efficient.
> As long as everything fits into the graphic card's memory, we can live with
> the "sub-optimal" setting...;)
Programs are not that big, so that's not a problem. They just take some
amount of time to switch, so it would be nicer to have a way to reuse a
program.
> 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...
Gerrit is a little under water (literally ;), so we don't have a
timeline for that. What kinds of things are you planning to do?
Thanks
Dirk
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