But I have an implementation bug or short coming. I am not using a
fragment program. ... My line comes out black with occasional
stippled white flickering. Is there something I can do to fix this
problem?

Use a fragment shader :) Seriously, if you've managed to get your head
around the vertex shader, a simple fragment shader should be trivial. If
you're just colouring points, then you only need to pass in an RGB value
to the vertex, and that gets passed through to the fragment shader; it's
exactly the same as passing in any other data, shaders can cope with most
per-vertex data you want to throw at them.

Okay, so I have a few problems with this approach:

1) I just tried a trivial test implementation to see what would
happen. I made my line a solid green color. This worked and the line
came out green instead of that black/white mess. But I just lost all
the anti-aliasing OpenGL used to do for me on the line. The rendering
now looks terrible. I think I understand why I lost all the
anti-aliasing because I'm specifying exact pixel color values. I'm not
expecting there to be a good solution to this, so if I'm right, using
fragment shaders would be a bad thing for this.

2) Assuming I could fix my anti-aliasing problem somehow, my
understanding/imagination of what I can accomplish with shaders is
still limited. So one thing I currently offer in CPU land is that I
can compute/present color gradient scales such as Rainbow or
Heated-Metal. My values are determined by (painfully) finding the
minimum and maximum values of my data and I compute the color
per-vertex. My understanding of shaders is that there can not be
dependencies between pixels, so I still have to do the old painful
thing of finding the maximum and minimums in CPU land. But now I also
have to pass these values to the fragment program. Is this correct? If
so, how do I pass values? (I haven't found a good example of this
yet.)

3) I've already invested the time all the time in the CPU land color
code. It currently works minus this vertex program color problem, so I
don't know if can justify the time doing a rewrite. So is there a way
I can continue using the vertex program, but get it to cooperate with
my traditional color approach?

Thanks,
Eric
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