Hi Guys, I'm just watching this thread from the sidelines, happy to see if some concensus and solution can be found, and don't really plan to dive in yet as I have plenty of other tasks occupying my few brain cells right now.
The only thing I'd add is shader composition is slowly coming along and should be in the end be deployable in osgShader and other NodeKits. It's not ready yet to take on this task, but this one of milestones that we should be heading for. Using shader composition will of course require a rewrite of how the shaders are done in osgShadow, exactly how this will look I can't say, shader composition is still just an infancy, but it will give us an opportunity for making osgShadow implementations more flexible. I would like to see others in the community pick up the task of the osgShadow rewrite as I haven't been the lead author on most of the various techniques, and I'll remain busy with the core shader composition and other NodeKits. In this vain I'd suggest keep open minded in what shader composition code do for osgShadow and how it might be possible to resolve issues such as ones discussed in this thread. These needs could well also provide us with some requirements from shader composition which I'll need to think about and roll into the design+implementation. I.e. tell me which functionality you need and I'll work out how we might make it happen. Cheers, Robert. _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
