Hi

functionally it is about same as osgPPU as far as i can tell, but more 
straightforward and easy to use. I like it :)
Was missing ogre-like materials and compositiors when working with osg, tyvm 
for your work.

10.09.2012, 18:57, "Wang Rui" <[email protected]>:
> Hi all,
>
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it could fit most requirements.
>
> As to share my current work with anyone who are also interested in
> this idea and implementations, I'd like to attach the source files
> along with this mail instead of submitting it in full fling. If you do
> have better ideas, think the work is misdirected or needs to be fixed
> in some parts, please don't hesitate to tell me. A second version with
> more test files and a detailed XML file introduction will be updated
> soon after some days.
>
> Thanks,
>
> Wang Rui
>
> 2012/6/21 Wang Rui <[email protected]>:
>
>>  Hi Robert, hi all,
>>
>>  During the past few days, I was thinking of implementing a resource system,
>>  as well as a rendering structure which could support both forward and
>>  deferred rendering for OSG. This could help developers design complex
>>  materials and effects, test cutting-edge GPU techniques, and implement
>>  multi-pass / deferred rendering pipelines with user-friendly interfaces or
>>  even a readable script format. Similar work were already done in some game
>>  engines like Ogre3D, CryEngine and Unreal, and I now plan to work out
>>  something with the same power and can fit our OSG users much better. :-)
>>
>>  My initial thoughts are:
>>  1. A resource system records all the resource used in the rendering
>>  pipeline, including textures, state attributes, shaders, uniforms, camera
>>  parameters, and semantics (not used in GLSL, but very useful IMHO). Resource
>>  can be referred by other resource, or obtained from APIs to be altered. It
>>  can be recorded in an XML-based format for reading/writing, and external
>>  uses.
>>  2. A rendering framework uses one or more techniques, passes, and connect
>>  their inputs/outputs for complex render work. It can also be recorded by the
>>  resource system and is implemented as a group node in the scene graph, which
>>  performs actual forward/deferred rendering work.
>>  3. Some in-built techniques and passes can help implement some complex
>>  effects on customized scene quickly. Common ones I planned include HDR,
>>  SSDO, godrays, depth of field, motion blur, lensflare, color grading and
>>  FXAA. A benchmark could be developed first to show how the framework works.
>>  4. Reader/writers could be developed then to convert DAE, CGFX, or even
>>  other game engine scripts into OSG native rendering pipelines, which will
>>  greatly help migrations from other engines.
>>
>>  The resource system itself is actually abstract and can be extended to
>>  contain whole scene information later, so it could be placed in the osgDB
>>  library. And the new rendering pipeline, which can totally replace current
>>  osgFX functionlities, can be placed in osgFX and rendering resource
>>  management will be done here, too.
>>
>>  I'm glad to work with others who has interests in such an idea, and hope an
>>  initial version could be finished before OSG 3.2. For the first stage I will
>>  borrow some code from the osgPostEffects library in my experimental osgXI
>>  project, to quickly build the low-level APIs of the framework. But anyone
>>  who have better ideas, or could contribute some code or effects will be
>>  really appreciated.
>>
>>  Cheers,
>>
>>  Wang Rui
>
> ,
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