Glenn,
Thanks for the response. Do you know where I can find the
osgvirtualprogram example?
The program I have worked on has recently moved from osg 2.2 to 2.8.3 (dark
ages, I know). I do not see osgvirtualprogram in the osg examples
directories for 2.2, 2.8.2, or 2.8.3.
I am adding precipitation effects (and dust effects) to a project that
currently uses shaders produce a rendered scene that represents sensor
returns - the render target is read back by the main program,
where the data is consumed. For the app/channel that has the sensor, the
program/shader is added to a node near the top of the tree. I have added
the precip effect program/shader to a node slightly below this one - at the
same level as the top terrain and entities node. The sensor shader
basically does range calculation, applies some error, and does some
processing for alpha fragments. For the visual channel, that has no higher
shaders, this works fine. However, for the sensor channel, the precip
particles don't get seen by sensor shader.
My implementation of rain/snow is based on a slightly modified
osgPrecipitationEffect. Perhaps shader is not the way to go for the precip
effect, but I thought it would provide the best efficiency. Nevertheless,
I can definitely see the need in the near future to have multiple,
accumulated, non-overriding effects. Currently, I would like to be able to
have the results from osgPrecipitationEffect like shader be seen by the
higher sensor shader.
Any thoughts?
Stephen Haithcock
General Dynamics Land Systems
38500 Mound Rd.
Sterling Heights, MI 48310
MZ 436-40-15
(586) 825-8573
Glenn Waldron
<[email protected]
om> To
Sent by: [email protected]
osg-users-bounces cc
@lists.opensceneg
raph.org Subject
Re: [osg-users] Multiple Shaders
08/05/2011 05:35
PM
Please respond to
OpenSceneGraph
Users
<osg-users@lists.
openscenegraph.or
g>
Stephen,
You need some kind of shader composition. Personally, I prefer the
VirtualProgram approach taken in the osgvirtualprogram example. IIRC,
Robert did not consider this flexible enough to be a general-purpose shader
comp solution, so it's not in the core OSG. However it suited our needs
quite well so we adopted and extended it for use in the osgEarth project.
http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderComposition
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Aug 4, 2011 at 10:19 AM, Stephen Haith <[email protected]> wrote:
Very timely thread - I am looking at doing the same thing.
How can you apply a shader effect to the entire scene, AND another effect
to only a part of the tree?
Thanks,
Stephen
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41851#41851
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
This is an e-mail from General Dynamics Land Systems. It is for the intended
recipient only and may contain confidential and privileged information. No one
else may read, print, store, copy, forward or act in reliance on it or its
attachments. If you are not the intended recipient, please return this message
to the sender and delete the message and any attachments from your computer.
Your cooperation is appreciated.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org