Hi All,

One of the items I have ticking away as a background process is the
topic of how we should gracefully manage the transition from the usage
of fixed function pipeline to entirely shader based implementations.
One motivation is the obvious one - GL3 and OpenGL ES don't have any
fixed function pipeline, so we need to know how to implement the
current OSG functionality that relies upon fixed function pipeline,
and a second more subtle one - how to manage the combination of
different shaders in a way that is as flexible and intuitive as the
fixed function pipeline is for composing different elements of state
together.

This isn't an easy problem to solve, and rather than try to come up
with a complete solution right now, in tinkering round the edges
trying to get a better picture of the landscape of the problem.  One
area we can map out right now is that of how existing fixed function
pipeline features would map to GLSL shaders.  I recall that such a
mapping has been published, but a quick search on the web didn't pin
point it.  Does anyone have a reference to such a body of work?

Robert.
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