On 11/16/2010 10:26 AM, Fred Smith wrote:
Hi,
I need to define an object that can be seen as a sphere - at least this is the
most convenient analogy I can find right now.
- it is defined by meta-properties, essentially, like by its radius and a
center position. It does not contain actual geometry data per se. The actual
rendered geometry is completely dynamic.
- the object will need to use shaders in all cases. I might improve the
implementation later so that it does not use shaders when they're not
available, but shaders will be critical for a while.
What can I do here? ShapeDrawable operates at the drawable level, and seems
inappropriate for me as I want to enforce the use of shaders, which is a
Node-level concept.
The Drawable level is entirely appropriate. Shaders can be attached per
Drawable.
I could derive from Geode, ignore all drawables underneath (not very elegant),
but getStateSet/getOrCreateStateSet are not overridable, so I can't
transparently add my shaders in there.
This is probably not the right way to go, use a Drawable instead. Nonetheless,
you could certainly create a custom Node and add your own (private) shaders
during cull with a cull callback, or by overriding traverse().
Would somebody mind giving me a hint or two about the way to go?
Why not just use an empty Geometry, with appropriate shaders attached?
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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