On Fri, Jun 25, 2010 at 12:25 AM, Wojciech Lewandowski < [email protected]> wrote:
> Hi Guys, > > We all seem to agree that the topic actually consists from two subtopics: > ShaderGeneration and ShaderComposition. Shader generation would be mostly > used to emulate Fixed Pipeline and replace GL Attributes/Modes with > generated uniforms and shader pieces. ShaderComposition would allow mixing > and linking of various shader pieces gathered during cull traversal. Shader > Generation seems to be the current focus of the discussion. > ShaderComposition seems to be of a lower priority. I have the felling that > these two subjects could be addressed together but they also could be > addressed independently. ShaderComposition is needed to implement > ShaderGeneration but not the opposite. So wouldn't it be better to first > implement flexible ShaderCompositor that at first would only work with > programmable pipeline in OSG ?. And later build ShaderGenerator on top of > ShaderCompositor ? > > ... Is it fair to say that the major interest in shader generation is in porting existing OSG apps to OpenGL ES 2.0, which doesn't have any fixed pipeline? Tim
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