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 >> >> This is a PRIVATE message. If you are not the intended recipient, please >> delete without copying and kindly advise us by e-mail of the mistake in >> delivery. >> NOTE: Regardless of content, this e-mail shall not operate to bind CSC to >> any order or other contract unless pursuant to explicit written agreement >> or government initiative expressly permitting the use of e-mail for such >> purpose. • >> [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. >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

