Am 07.11.2013 12:55, schrieb michael kapelko:
Hi, Sebastian.
So you compose one shader per object?
No, one program per define-set (e.g. #define NORMAL_MAPPING,#define
PARALLAX_MAPPING, ...)
The idea is not to compose the shader from functional blocks, but to
write one shader containing all paths which are activated based upon the
defines.
It is still complicated to get all the paths correctly in the
ubershader, but i found it a good transition from uniform based
de/activation.
So you will end up with N different programs with N being the number of
define-combinations used.
Thanks.
2013/11/7 Sebastian Messerschmidt <[email protected]
<mailto:[email protected]>>
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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