Hi Tim,

On Fri, Jun 25, 2010 at 8:37 AM, Tim Moore <[email protected]> wrote:
> 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?

I wouldn't agree with this statement.  It's not about GLES 2.0 and
it's not about shader generation relating to just fixed function
pipeline.

First up, the phrase "shader generation" is possible not too helpful
though in the way that Wojtek phrased it - i.e. relating to just fixed
function mapping.  I believe it's better to think of doing shader
composition as mainly linking shaders with a tiny amount of generation
of shader mains, something that applies applies as much to the fixed
function pipeline mapping as it does shader composition which is
entirely user created.

It's also not just about GLES 2.0, as OpenGL 3.x and OpenGL 4.x are
also like OpenGL ES 2.0, once we drop the fixed function support than
OpenGL provides we have to provide out own equivalent support or
require application developers to roll their own shaders for
everything, even just viewing something a simple as cow.osg.

It's also worth mentioning that all our plugins target the fixed
function StateAttributes, right now under GL3./GL4/GLES2 you have to
do you own mapping from these StateAttribute to your own custom
shaders.

I think right now you go it alone with all shader scene graphs, and
build all your own scene graphs accordingly and ignore all the
NodeKits and Plugins that the OSG provides, but it really won't be
productive for most applications.  Until we have a credible way for
mapping fixed function StateAttribute and associated modes to shaders
most application developers will have to stick with GL2.

I also believe that once we get going with shader composition we'll be
mixing and matching lots of different StateAttribute, some provided by
the core OSG, some custom one from applications or 3rd party
libraries, and sometime just overriding the standard shaders providing
by the built ins.  If we continue to think about fixed function
pipeline vs shader pipeline as two separate things, and that then I
think we've lost something really important in understanding of the
problem domain, both right now and going forward.

Robert.
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