Hello,
Just a thought, have people looked at implementing some higher level
shader functionality in OSG? For example a type of system that is
described in GPU Gems 2 (
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter13.html ) or
something similar to direct show (yikes) where shaders and buffer
resources have input and output pins that can be dynamically connected.
On top of this a shader that mimics the fixed functionality pipeline
could be provided. In this way, various algorithms requiring shader code
can be implemented in a much more general fashion. You simply connect to
the pins you need transparently. I find myself often writing algorithms
using shaders, and every single time I have to reinvent, program and
incorporate basic opengl lighting and texturing. Then when you want to
combine two of these algorithms everything falls apart usually.
--
Regards,
Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands
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