Am 28.01.2015 um 10:32 schrieb Robert Osfield:
On 28 January 2015 at 09:29, Sebastian Messerschmidt
<sebastian.messerschm...@gmx.de
<mailto:sebastian.messerschm...@gmx.de>> wrote:
Hi Robert,
Did you have a chance to look into this?
Sorry not yet.
Currently wrapping my head around controlling shaders in a more
compatible way to old fixed function pipeline.
Okay.
If you are doing any work on the ShaderComposition, please spent 5
minutes on this, as this is a relatively small change to enable user
defined composition schemes:
<snip>
Great. I've been doing something like this by modifying the
ShaderComposition (as proposed by you) and injection defines at start of
the composed shader.
It still seems to be a clutch, so I'm looking forward to your ideas. If
you want to, I'm totally happy to share my insights.
I had some request to review it some months ago, but you where into some
other stuff at this time, so it might have ended up below the radar.
(The topic was "[osg-users] ShaderComposer and some missing features")
</snip>
In my derived ShaderComposer I ended up in having a bunch of defines and
an include system composing the shaders. The defines are like
"techniques" where you enable bumpmapping/HDR or whatever you like. The
shader composition will then create the combinations as needed and
inject the code and includes. (which usually hold utility functions or
define the technique-specific functionality).
Cheers
Sebastian
Robert.
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