Hi Michael,
I solved a similar problem by overriding osg::Program which composes a
shader from an Ubershader. This is not done via uniforms but defines.
It seems to work somehow and improved the performance over branching
based on uniforms.
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] <mailto:[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] <mailto:[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]
<mailto:[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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