Can you please provide an example of how an object manages its define-set?
In my case, I simply get the object's StateSet and setup uniforms. But I
don't get how to setup defines.
Thanks.


2013/11/7 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de>

>  Am 07.11.2013 12:55, schrieb michael kapelko:
>
>  Hi, Sebastian.
>
>  So you compose one shader per object?
>
> No, one program per define-set (e.g. #define NORMAL_MAPPING,#define
> PARALLAX_MAPPING, ...)
> The idea is not to compose the shader from functional blocks, but to write
> one shader containing all paths which are activated based upon the defines.
> It is still complicated to get all the paths correctly in the ubershader,
> but i found it a good transition from uniform based de/activation.
>
> So you will end up with N different programs with N being the number of
> define-combinations used.
>
>
>
>  Thanks.
>
>
> 2013/11/7 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de>
>
>>  Hi Michael,
>>
>> I solved a similar problem by overriding osg::Program which composes a
>> shader from an Ubershader. This is not done via uniforms but defines.
>> It seems to work somehow and improved the performance over branching
>> based on uniforms.
>>
>>
>>    Hi.
>>
>>  I decided to go with single pipeline that provides big shaders and
>> objects using own uniforms and textures to change the pipeline behaviour.
>> I started to design a simple material format so that it resembles the one
>> of EffectCompositor.
>>
>>  Thanks.
>>
>>
>> 2013/10/31 michael kapelko <korn...@gmail.com>
>>
>>>  Hi, Wang.
>>>
>>>  I've just checked if I can use some uber shader and control its
>>> behaviour per object by setting the object's uniforms. And it works.
>>> I wonder if that's ok to do that to make different objects rendered
>>> differently in the same scene.
>>> Thanks.
>>>
>>>
>>> 2013/10/31 Wang Rui <wangra...@gmail.com>
>>>
>>>> Hi Michael,
>>>>
>>>>  Effect compositor in fact adds the child scene graph to a camera
>>>> binding to a FBO, and then uses RTT cameras to perform the post processing
>>>> work. The last step is always to show the final image on an HUD quad so all
>>>> other scene nodes will be occluded. The only way to make the effect
>>>> compositor work with other fixed pipeline nodes is to write to the depth
>>>> values in the shader code of the last step, which cannot be automated.
>>>>
>>>>  The dof.xml does such work so you may try ./osgeffectcompositor
>>>> --normal-scene cessna.osg --effect dof.xml to see how normal and deferred
>>>> shaded objects are merged. At present I haven't had a better idea about
>>>> this problem. :-)
>>>>
>>>>  Wang Rui
>>>>
>>>>
>>>>
>>>> 2013/10/30 michael kapelko <korn...@gmail.com>
>>>>
>>>>>   Hi.
>>>>>  I've recently implemented deferred shading with normal mapping and
>>>>> shadow mapping using EffectCompositor, but it has effect on the whole
>>>>> scene, not a single object.
>>>>> Is it possible to use EffectCompositor to apply effects per object?
>>>>> Thanks.
>>>>>
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