Yes, it is running on Win32 now, no problems. I'm using a
semi-transparent teapot as a test model. I'll be looking closely at the
example's code structure and implementation today, to see how it
compares to the project I'm currently working on. Perhaps you have
solved some problems I'm currently struggling with. :-)
Mathias Fröhlich wrote:
Depth peeling is a very good example for the need of a shader compositon
infrastructure.
You remember that you were somehow voting against a shader composition
infrastructure that can put together shaders for the fixed pipeline state?
Right, yes, such a tool is really not in the spirit of programmable
graphics. It puts a facade of FFP over OpenGL that will impose the same
limitations and restrictions on developers that the FFP imposed.
Over the past few months, I have changed my thinking on this. I am no
longer opposed to a shader composition infrastructure, as long as the
ability to set my own atomic programs is preserved. A scene graph is
only useful to me as long as it doesn't prevent me from efficiently
issuing the OpenGL commands I need to issue.
But with a plain 'just have a singe shader that replaces everything' approach,
you are really lost. You will have to modify all shaders in your application
to match those requirments.
Anyone interested in photorealistic rendering effects and maximum
performance will already be spending a lot of time modifying individual
shaders. I don't see this as a significant problem for that group of
developers.
But you are correct. This will be a very useful tool for people who just
want basic functionality and want it fast, just like they used to have
with the FFP.
-Paul
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