Yeah, so you would still have to parse the scenegraph and create your own Uniform structure for all possible stuff found in the osg::Material's created by various file readers.
Are there any plans for moving this over to uniform too? Regarding Deferred Shading, are there any OpenSource projects based on OpenSceneGraph with a framework for this? /A On Fri, Dec 20, 2013 at 3:11 PM, Sebastian Messerschmidt < [email protected]> wrote: > Hi Anders, > > apart from long term plans I managed to get the appropriate behaviour by > writing a FixedFunctionVisitor. > It uses a modified ShaderComposition (based on Ubershaders with #defines) > and injects the appropriate uniforms for osg::Material. > Lights are managed a bit differently but also with a combination of > uniforms and callbacks, effectively removing the orignal lights and > replacing them with uniforms. > The catch here is, that materials are no longer coupled with the existing > states. They are transformed once and changing the osg::Material state > attributes will no longer affect the scene. > > P.S. I needed to remove the fixed function light management from the graph > anyways to transform the lightsource nodes to geometry in a deferred > pipeline. > > > Hi Anders, > > On 20 December 2013 10:56, Anders Backman <[email protected]> wrote: > >> I was trying to catch up a bit on the newer stuff on OpenGL. >> What is the status of dropping all gl_material, gl_light stuff in shaders >> (using uniforms only)? >> > > OpenGL ES 2.0 onwards does not support any of the gl_ built ins. > > OpenGL 3.0 core profile like ES 2.0 does dot support any of the gl_ > builtins. > > osg::State is able to remap shaders that contain the main > gl_ModelViewMatrix etc. builtins and provides osg_ equivilants. However, > this doesn't extend to individual bits of the fixed function pipeline like > gl_Materail/gl_Light etc, for these you will have to provide your own > Uniforms. > > > >> Is that part of any released version of OSG, or is it part of the >> ShaderComposition work still in trunk? >> > > The ShaderComposer is part of OSG-3.2 and is able to compose shaders > that you provide in the appropriate shader composer friendly way, see the > osgshadercomposition example. My long term plan is for the fixed function > pipeline state like osg::Light etc. to provide the necessary shader > components - both the uniforms and the shaders to enable scene graphs with > fixed function usage to work on ES 2.0 and GL 3.0 core profiles. > > Robert. > > > _______________________________________________ > 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 > > -- __________________________________________ Anders Backman, HPC2N 90187 UmeƄ University, Sweden [email protected] http://www.hpc2n.umu.se Cell: +46-70-392 64 67
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