Hi Carsten,

Nice to hear from you again.

>> I have written a Stage that is ...
> hmm, typically the children of a stage are considered to contribute to 
> whatever the stage produces. That "product" is then used elsewhere in the 
> scene.

Yes

>> Can you require new enough OpenGL so that you have access to layout(location 
>> = N) specifiers in your GLSL - in that case you would not need a uniform.

Yes, I could and thought about it, but I want to be as general as I can. Apart 
from that, I want to use the same style as in other places. If I am going to 
get it working the way I intended, I will be more comfortable with the Stage 
concept. Therefore, it is also subject of learning.

>> - Do I have access to the active Shader, i.e. the ShaderProgramChunk?
> I think that depends, where do you want access to it. 
> The stage typically does not have access to shaders of its children, 
> because they can use widely different materials if they want to.

Yes, that is an important observation. Actually, I have a subset of geometry 
that should take the Stage result texture as input. Other materials should just 
ignore it.

> To me this sounds largely like the task of rendering some (sub)-scene into a 
> texture 
> and then using that on an object. 
> I'm pretty sure we have an example for that and you've probably seen it ;) 
> Perhaps I'm missing something why your case is fundamentally different?

I will investigate...

>> - Can I assemble program fragments in the Stage render function, i.e. 
>> can I inject shader code from the Stage class render function?

> I *believe* OpenSG mimics OpenGL behavior here, i.e. you can have multiple 
> fragment 
> shader objects linked into a program object so long you ensure that there is 
> exactly one 
> main() function in the combined fragment shader objects.

That would be great for assembling shader programs. I will have to read the 
OpenGL specs to get comfortable with that too.

Best,
Johannes
 

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