Hi,

> Your solution seem to be a good one for usability point of view. But 
> possibility to render complex scene or extend rendering capability 
> without rewrite a osg::Pipeline/osg::Program is not available. 


Yes, but as I said :


> My problem is also to handle application specific StateAttribute and to allow 
> a way to specify different StateAttribute <=> GLSL binding for different 
> applications.


In my point of view, a generic-pipeline-which-cover-all-use-case is a bad idea 
because this is too complex. I perfectly agree with what you said about shader 
generator and different lighting models (I've worked a lot with osgEarth 
VirtualProgram and shader generator, and this is a great system).

But after several osg based application developpement for different customers, 
I can say that it had help me a lot if I can define an application-specific 
(and not a generic-which-cover-all-the-use-case) pipeline so all my 
application-specific shaders can be unified, both in syntax and logic.



> So this is an UberShader solution, one shader could render all drawable in 
> the scene 


Yes, but it is only an example. The osg::Pipeline class is pure virtual and 
allow the developper to develop a specific pipeline for a specific application, 
using a UberShader or regular shader, or shader generator or whatever.

Thank you!

Cheers,
Aurelien

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53219#53219





_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to