Hi Paul,

On Fri, Oct 30, 2009 at 3:54 PM, Paul Martz <[email protected]> wrote:
> Supporting OSG's fixed function interface in precooked shaders will be
> complex. This is one reason why OpenGL designers deprecated the fixed
> function interface: too complex to support in drivers on programmable
> hardware.

The individual shaders and uniforms probably won't be so awkward, it's
the main() vertex and fragment shaders that glue them all together
that will be the part that will be the stumbling block.

My thought for the next stage would be to add support for osg_Light
etc. uniforms without worry any shaders, this will at least be one
step above not providing any support at all.

> Even more complex would be making it easy for developers to integrate their
> own shaders with the fixed-function-over-shaders later, so that their own
> shaders could simply call a function to compute per vertex lighting values,
> for example.

I think we should just bite away at this issue bit by bit.  The first
is to get the basics compiling without any cleverness w.r.t fixed
function pipeline, then as we get more experience and understanding of
the issue start introducing better support.  I believe we do need to
start providing reasonable equivalents for the fixed function pipeline
as otherwise we'll be just pushing far more complexity down on to the
application developers - they already have enough on their plate
without expecting them to recreate the whole fixed function pipeline
as well.

Robert.
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