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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