Robert, Chris, et al, I highly suggest you do some benchmarking on shader compiling/link times. We investigated this a couple of years ago, and found that we couldn't avoid an output glitch (due to compile/link time) whenever we needed a new shader.
GL Drivers may well have improved since then, but I'd hate to see you spend weeks getting something together only to find it's unusable in practice. Lilith On 2010-02-25 10:02:33 PM, Robert Osfield wrote: > Hi Chris, > > My plan is still to tackle the shader composition prior to 3.0. I haven't > had a chance to make any more progress on it this yet as I've been hunkered > down with merging submissions/bug fixes/refactors of problematic parts of > the OSG. > > To tackle shader composition I really need to hide myself away in a bunker > for a week or two, concentrate 100% on the design as getting it to be > flexible enough and perform as good as the existing fixed function pipeline > will be a big challenge. > > While there is still a big submissions backlog it's kinda hard for me to > just turn my back on it, and I can't juggle the two tasks at the same time. > This does put the pressure on whether I can get shader composition done > before the next stable release, or when I have to go back to earning a > living. I do believe shader composition will be the killer feature for us > going forward, but it has to deliver on flexibility and performance, > compromises on this and we'll not see it adopted. > > If someone wants to help fund my efforts on shader composition then feel > free :-) > > Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

