Hello Carsten, I have some additional questions with respect to shader programming in the scene graph world. After I have glanced through the GLSL specifications and some shader books, I'm puzzled with respect to the GL state.
The scene graph defines the rendering properties of its constituents. This is done with a fine granularity via the material chunk objects. This defines the rendering state for sets of objects. Now, if I use shader replacements for the fixed function part of the pipeline I have to access this state in order to emulate the functionality. But some state is not available in the shader (on present GLSL versions all state is actually gone). I could set up some state as uniforms on the start of the render function but then I would lose the fine grained scene graph description of the rendering task. The state I have currently in mind consists of GL_LIGHT_MODEL_TWO_SIDED, GL_LIGHT_MODEL_LOCAL_VIEWER, GL_LIGHT_MODEL_COLOR_CONTROL as well as of the texture application functionality, i.e. GL_REPLACE, GL_MODULATE, GL_DECAL, GL_BLEND and GL_ADD. Does OpenSG provide support for these; or do I have misconception of the problem? How, do you solve this problem? Is this expectation in the line with the scene graph paradigm? Any help and guidance is very much appreciated. Best, Johannes P.S. Is it possible to set up structures as uniforms with OpenSG? ------------------------------------------------------------------------------ Keep yourself connected to Go Parallel: VERIFY Test and improve your parallel project with help from experts and peers. http://goparallel.sourceforge.net _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users