Ok, thanks guys, I'll take a look at the current state and see if I
can use it or build on it. Any other pointers to current lines of
development or discussions would be great.

On Tue, Mar 15, 2011 at 3:21 PM, J.P. Delport <[email protected]> wrote:
> Hi Chris,
>
> On 15/03/11 16:00, Robert Osfield wrote:
>>
>> Hi Chris,
>>
>> On Tue, Mar 15, 2011 at 12:11 PM, SkullCheck<[email protected]>  wrote:
>>>
>>> Has further work been done this?
>>
>> I haven't personally done any further work on shader composition, I've
>> been rather swamped with other work so  haven't been able to return to
>> shader compisition.  I've now moved my further work on shader
>> composition to after the 3.0 as I already have more than enough to
>> tackle before I can push 3.0 out.
>>
>>> I've actually started a bit on my own
>>> shader composition framework until a colleague informed me about the
>>> work here. So instead of inventing yet another way of addressing this
>>> problem I wouldn't mind helping out here or at least
>>> reviewing/testing/contributing to the designs you have so far.
>
> you can also look at the current implementation of composition in osgEarth.
>
> cheers
> jp
>
>>
>> Right now I just need to keep my head down on the work I have, so
>> don't have spare capacity to go discussing complex topics like shader
>> composition.  There is some basic shader composition work checked into
>> svn/trunk and the osgshadercomposition example has been used a simple
>> test bed for this.  It's still very early days for it though, I'd
>> guess about 1/3rd of the required work to complete the feature has
>> been done.
>>
>> Robert.
>> _______________________________________________
>> osg-submissions mailing list
>> [email protected]
>>
>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
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