Hi Robert,
after inspecting the new DisplacementMappingTechnique I have some ideas.
First of all, the shader source code should be configurable from the
outside via interface in order to integrate it into own pipelines (in my
case I have a CustomShaderProgram based pipeline.
Another option might be to create an interface to let one set the
program from the outside, alongside with an option to retrieve the
"defines" that would have been injected.
Second suggestion: The use of tesselation shaders.
Currently you are pushing a lot vertex buffers around for tiles with a
regular grid. It might be more efficient only pushing 4 vertices and
letting the tesselation do the rest. It might be even more efficient to
move the displacement there, since each vertex would be touched exactly
once in terms of transform.
Cheers
Sebastian
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