Hi Robert,

Glad to hear that You like it. I was suprised that it works for almost all
scene state setups that I use. It would be quite simple to extend it with
osgShadow support if we could only detect shadowing state of geometry.

On WinXP NVidia Quadro NVS 320M I did not notice any performance drops.
Maybe shaders are not properly cached?

IMHO in OSG 3.0 state attributes and modes should be abstract - not tied to
actual OpenGL implementation. High level attributes and modes could be
mapped to different rendering implementation (GL 1.0; GL 2.0; GL 3.0; ESGL).
This would be a major change, breaking compatibility with existing OSG
application. Open discusion in osg-users is required. I am thinking about
implementation for a long time, but my customers are not willing to pay for
it. I could start implementation in my free time. It mainly depends on OSG
3.0 goals.

Regards,
Maciej

2009/3/23 Robert Osfield <[email protected]>

> Hi Maciej,
>
> Thanks for the confirmation, I've now merged your ShaderGen work and
> checked it into svn/trunk.
>
> I've been some tests and for some large town models I have it actually
> works surprisingly well - visuals little identical and performance is pretty
> good considering that everything it being done with shaders.
>
> Performance isn't quite as good as the fixed function pipeline, and this is
> down to the CPU overhead that the OSG adds when handling shaders, so this is
> an area I think we need to do further work on with the OSG.  I do wonder
> about trying out different implementations insider ShaderGen to see if that
> makes a difference to performance.  Internals of the OSG state manangement
> could do with some optimization for the case of using shaders/uniforms, but
> we are only a the start of the journey of more seemlessly shader support so
> this is not a big worry for me right away.
>
> Thanks for you code submission, it might be quite simple right now but it's
> a good start along the road of better shader support.
>
> Robert.
>
>
> On Sat, Mar 14, 2009 at 9:00 AM, Maciej Krol <[email protected]> wrote:
>
>> Hi Robert,
>>
>> Please change the header. I forgot to wipe out my default one. My intent
>> was to submit it as OSGPL.
>>
>> Regards,
>> Maciej
>>
>> 2009/3/10 Robert Osfield <[email protected]>
>>
>>> Hi Maciej,
>>>
>>> I'm just reviewing you submission, and on question I have is about the
>>> licensing info on the ShaderGen header and source, currently you have
>>> just:
>>>
>>> /**
>>>  * \file     ShaderGen.cpp
>>>  * \brief    Shader generator framework.
>>>  * \author   Maciej Krol
>>>  * \version  $Id$
>>>  *
>>>  */
>>>
>>> Before merging I need to clarify that you intend these files to be
>>> licensed under the OSGPL, the usual way to declare this in the OSG is
>>> to place the a standard OSGPL notice at the top, plus any additional
>>> author/copyright information below.  For instance something like:
>>>
>>> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
>>>  *
>>>  * This library is open source and may be redistributed and/or modified
>>> under
>>>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>>>  * (at your option) any later version.  The full license is in LICENSE
>>> file
>>>  * included with this distribution, and on the openscenegraph.orgwebsite.
>>>  *
>>>  * This library is distributed in the hope that it will be useful,
>>>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>>>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>>>  * OpenSceneGraph Public License for more details.
>>> */
>>> /* ShaderGen Copyright (C) 2009, Maciej Krol */
>>>
>>>
>>> Would this be appropriate?
>>>
>>> Robert.
>>> _______________________________________________
>>> osg-submissions mailing list
>>> [email protected]
>>>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>>
>>
>>
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>>
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