Stephen,
That example is in the main distro; you need to enable the examples in CMake
to see it. The source is here
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgvirtualprogram

Yes, yours is a case for shader composition. PrecipitationEffect is
self-contained so you would need to modify it to make it work in a
composition framework.

BTW here is a write-up on the shader composition approach we use in
osgEarth. Like I said, we started with VirtualProgram and extended it to
support user function injection.

http://osgearth.org/wiki/OeDevelShaderComposition


Glenn Waldron / Pelican Mapping / @glennwaldron


On Tue, Aug 9, 2011 at 10:03 AM, <[email protected]> wrote:

>
>
> 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
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to