Hi.

I decided to go with single pipeline that provides big shaders and objects
using own uniforms and textures to change the pipeline behaviour.
I started to design a simple material format so that it resembles the one
of EffectCompositor.

Thanks.


2013/10/31 michael kapelko <[email protected]>

> Hi, Wang.
>
> I've just checked if I can use some uber shader and control its behaviour
> per object by setting the object's uniforms. And it works.
> I wonder if that's ok to do that to make different objects rendered
> differently in the same scene.
> Thanks.
>
>
> 2013/10/31 Wang Rui <[email protected]>
>
>> Hi Michael,
>>
>> Effect compositor in fact adds the child scene graph to a camera binding
>> to a FBO, and then uses RTT cameras to perform the post processing work.
>> The last step is always to show the final image on an HUD quad so all other
>> scene nodes will be occluded. The only way to make the effect compositor
>> work with other fixed pipeline nodes is to write to the depth values in the
>> shader code of the last step, which cannot be automated.
>>
>> The dof.xml does such work so you may try ./osgeffectcompositor
>> --normal-scene cessna.osg --effect dof.xml to see how normal and deferred
>> shaded objects are merged. At present I haven't had a better idea about
>> this problem. :-)
>>
>> Wang Rui
>>
>>
>>
>> 2013/10/30 michael kapelko <[email protected]>
>>
>>> Hi.
>>> I've recently implemented deferred shading with normal mapping and
>>> shadow mapping using EffectCompositor, but it has effect on the whole
>>> scene, not a single object.
>>> Is it possible to use EffectCompositor to apply effects per object?
>>> Thanks.
>>>
>>> _______________________________________________
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>>>
>>>
>>
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>>
>
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