Hi Nick,
On 14.1.2016 15:31, Trajce Nikolov NICK wrote:
Hi Robert M.
I went through this thread fast and I see you are trying (at least your
show case) is lighting and use of shader composition. The approach you are
taking is what I was using too, some years ago. But there are other methods
that does not require any mods and will work just fine with the existing
shader composition features. You can for example encode all the light
attributes into a texture buffer object (think of this as an image where
each float texel is one light attribute like color, etc).
Frankly, I never thought about multi-light problem this way. I wonder if such
technique can be generalized enough, e.g. hidden behind the scenes, so the user
of the lighting framework doesn't have to deal with the texture objects. My
guess is yes, but of course, I should look into technical merits of the
implementation first.
Have a look at this, it is Forward+ implementation in opensource project
https://www.youtube.com/watch?v=beSkETJ_vgY
impressive!
We are releasing a new version with F+ lighting available these days, so
you might want to keep an eye on it.
Looking forward.
Cheers,
Robert Milharcic
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