Hi Sebastian,

I'm struggling to understand specifically what your setup is and the issues
you are trying to tackle, and I'm a little cold of the shader composer
internals as I'm focused on other work right so not in a good position to
provide guidance.  I suspect others will be in a similar boat unless
they've tackled something very similar to how you are going about things.

Perhaps the best way forward would be to create a small example, or small
modification of the osgshadercomposer example that illustrates the issue
you are trying to tackle in a way that others can try out.

Cheers,
Robert.


On 26 November 2013 16:52, Sebastian Messerschmidt <
[email protected]> wrote:

> Hi
>
> I found my way through the source and overwritten the ShaderComposer class.
> Here I reimplemented the getOrCreateProgram and the addShaderToProgram
> functions to inspect the data here.
> Unfortunately there seems to be no way to access the original
> ShaderAttribute from here. My
> idea was to add the bindings in the shader composer via a custom
> ShaderAttribute class, which would transport the bindings.
> I would have applied them after the program was composed.
>
> Would be possible to change the getOrCreateProgram function in a way that
> it transports the attributes to the ShaderComposer?
> Or is there something obvious I'm missing?
>
> cheers
> Sebastian
>
>
>  Hi
>>
>> I know that the ShaderComposer is not yet finished. But I have some
>> simple questions about it.
>> Right now it is implemented as ShaderAttribute which injects shader
>> programs when the statesets are traversed.
>> So the program object stays more or less hidden inside the state. In my
>> current application I need to set up vertexAttribute bindings and fragment
>> data bindings.
>> Obviously this cannot be done with the shader composer in its current
>> state.
>> Can someone advise me how to get access to the shader programs or would
>> it be better to add these things as part of the injection?
>>
>> cheers
>> Sebastian
>> _______________________________________________
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>>
>
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