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.

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Regards,

Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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