Hi Thomas et. al,

I won't have a chance to complete the shader composition functionality
in the near term so an improved ShaderGen would be welcome.

Handling items like lights, texgen and clipplanes will require some
handling elsewhere other than with just the standard functionality -
we'll need to have the osg::Light, osg::TexGen  and osg::ClipPlane all
be written as appropriate osg_* uniforms with the values being passed
to OpenGL using the current modelview matrix as is done by OpenGL with
the fixed function pipeline.  This might require amendments to
osg::State/osgUtil::RenderStage and the osg::Light, osg::TexGen and
osg::ClipPlane, but it might also be possible with just amendments to
state attributes if they do a little compute work prior to passing
their values to OpenGL as uniforms. I would suggest finding a workable
solution for lights then when this works roll it out for the other
positional state.

Thoughts?
Robert.

On 23 April 2012 15:16, Thomas Hogarth <[email protected]> wrote:
> Yes I have a GLES2 version of shader gen. At the moment it only supports a 
> fixed hardcoded light position, which isn't great but it does support, 
> texturing, lighting etc.
>
> I've attached it and we can look at including into core osg, but I think 
> support for at least the initial position of one light source would be good. 
> Also we need to either test for backward compatibility with GL2 or have two 
> versions of ShaderGen in the core.
>
> I know Roberts long term goal is to introduce a Shader Composer system (bits 
> and pieces already exist), but this can work as an aid to new developers 
> until then.
>
> Let me know how you get on with it.
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