Hi folks, actually i am working on object shading with OSG (i.e. Dot3). All works fine with single views. Now i am using the osgViewer::Composite viewer and getting some dielemma with the usage of object based shaders in differend views based on the same scene graph.
I.e.: I've a single scene node with an object X where i bind the shaders (at the object StateSet) for execution. In a single view no problem. If i use this scene in multiple views (i.e. A, B) i've the dilemma, that i've to use diffrend shader params on the same shader instance. In each rendering pass the params of the camera are differend from the point of view of the views, if the views are rendered. But the shader has no knowledge about this, it uses only a single uniform to hook bind param ... I've thought about the following sollutions: 1. Using for each view a single shader instance at the same object StateSet. Is this usefull? If the scene is complex i could get a huge count of shaders which have to be executed. Additionally i'm not sure, if the binding of the "unused" shaders produces render artifacts or perfomance issues... 2. Using a callback mechanism which switches this values at the shader before rendering How i could achieve this aim in best way? Has anyone a better solution? Best regards, Christian _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

