Can you please provide an example of how an object manages its define-set? In my case, I simply get the object's StateSet and setup uniforms. But I don't get how to setup defines. Thanks.
2013/11/7 Sebastian Messerschmidt <[email protected]> > 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]> > >> 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]> >> >>> 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 >>>> >>>> >>> >> >> >> _______________________________________________ >> osg-users mailing >> [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 >> >> > > > _______________________________________________ > osg-users mailing > [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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