Hi Sajjad,

A lot has been written about shaders and OSG over the years, so rather
than me waste time going over old ground please could you search the
archives.

Robert.

On Mon, Apr 27, 2009 at 2:47 AM, ami guru <dosto.wa...@gmail.com> wrote:
> Hello Robert,
>
> After going through several source code regarding shaders, i think  that
> using seperate program for different type of shader is a better
> choice.
>
> In that case i am creating a vector<> of osg::Program initially, and
> attaching the shaders corresponding to the programs.
>
> Now with user input i am trying to enable a particular program . In OpenGL
> there is a command named
>
> glUseProgram(id);
>
> To enable the program which we can link and validate later. It is like
> toggling between different program object.
>
>
> In OSG i think we have to toggle between StateSet.
>
>
> Can you suggest any example with in OSG that does that state changes in an
> interactive way?
>
>
>
> Regards
> Sajjad
>
> ---------- Forwarded message ----------
> From: ami guru <dosto.wa...@gmail.com>
> Date: Sun, Apr 26, 2009 at 7:30 AM
> Subject: Fwd: [osg-users] shader implementation - newbie
> To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
>
>
> Hello Robert,
>
> Thanks for the feedback.
>
> I am trying to design the interface as follows:
>
> if(userEvent == "Toon Shader")
> {
>    //adding the corresponding shader to  the program for the StateSet of the
> model
> }
> else if(userEvent == "Gooch Shader")
> {
>    //adding the corresponding shader to  the program for the StateSet of the
> model
> }
>
>
> Now If the user select the Toon Shader several times at several instances
> the very same shader will be added several times.
>
> I was thinking about loading all the shaders that i want to incorporate
> within in my application during the class's constructor and make the
> particular shader active during user selection .
>
> Is there any way within OSG to activate a particular shader while
> deactivating the rest of them?
>
>
> I have one model in my scene that i want to apply different shader on it.
>
>
>
> Regards
> Sajjad
>
>
>
>
>
>
> ---------- Forwarded message ----------
> From: Robert Osfield <robert.osfi...@gmail.com>
> Date: Sat, Apr 25, 2009 at 10:43 AM
> Subject: Re: [osg-users] shader implementation - newbie
> To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
>
>
> HI Sajjad,
>
> osg::Program has have a list of shaders, think of shaders like .cpp's
> that go together to make a C++ program.  You can have just the main or
> a whole series of separate files.  The osg::Program is what tells the
> OSG/OpenGL what shaders should linked together to make the final
> program downloaded to the GPU.
>
> Now if you want different compositions of shaders at different points
> in your scene graphs then you'll need to link them together with
> separate osg::Program, or use a single osg::Program and uniforms to
> option select different paths in the shaders.
>
> Robert.
>
> On Sat, Apr 25, 2009 at 7:54 AM, ami guru <dosto.wa...@gmail.com> wrote:
>> Hello forum,
>>
>> I am trying to implement some of  the shaders in a single OSG application.
>> At  the same time i was going through the osgshaders example and if i have
>> understood that correctly,
>> i saw that the example has separate osg::program for different shaders
>>
>> I was wondering if it is possible to have one single program to manage all
>> the shaders. I think osg::Program
>> contains a vector of shaders.
>>
>> Is that possible to store different shaders by different name and load
>> that
>> according to  the user selection;
>> delete previous shader and load the currently selected one.
>>
>>
>> Or separate osg::program for different shader example is best approach.
>>
>> I am considering different design issue here.
>>
>> Any opinion regarding that will be helpful.
>>
>>
>> Thanks
>> Sajjad
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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