Hi all,

IMO, trying to create the shader->fixed mapping ourselves is a mistake. Others 
surely encountered the same promblem and it may have already been solved, or 
partially solved (as the ShaderGen Ralph and Brian told about).
I think some people of the OSG community could even join an existing project to 
ensure that it fits our needs.
Thoughts?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Fri, 20 Feb 2009 16:00:08 +0100, Robert Osfield <[email protected]> a 
écrit:

> Hi Brian + Ralf,
>
> I did recall 3DLabs doing something, but didn't recall the name of
> this project...  thanks for the pointers, and thank too to Mike for
> preserving shadergen.
>
> Anybody know about the portability of this app? Is Windows only?
>
> Also does anybody know of documented list of mapping?
>
> Robert.
>
> On Fri, Feb 20, 2009 at 2:40 PM, Brian R Hill <[email protected]> wrote:
>> Mike Weiblen's site has the shadergen tool.
>>
>> http://mew.cx/glsl/shadergen/
>>
>> Brian
>>
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>> [email protected] wrote: -----
>>
>> To: OpenSceneGraph Users <[email protected]>
>> From: Robert Osfield <[email protected]>
>> Sent by: [email protected]
>> Date: 02/20/2009 09:12AM
>> Subject: [osg-users] Fixed function pipeline -> GLSL shaders
>>
>> 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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