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. >>> >>> _______________________________________________ >>> 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 >> >> >
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