Hi,

Now I am able to play with OSG and shaders, I would like to know what the best 
"way" to manage shaders in OSG.

I recently had a problem with re using openGL contexts and missing some 
releaseGLObjects call, so I know I need to be careful.

I have One application, with one composite viewer.
I have multiple views opened (osg::View rendered in a osgQT::GLWidget, and it's 
own scene)

Now If I want, in my case, draw flat squares, and paint some stripes on some 
squares, I use a shader for the stripes.

My question could be : how many instance of osg::Program shall I have for my 
stripes ?

Only one for all the application ? But how can I clean it from the openGL 
context when I close the application ?

One for each view ? And I should call releaseGLObjects when I delete the last 
striped square ? 

One for each striped square ? 

Or shall I just get one big osg::Program with every shaders and use uniform to 
choose which to use ?


Thanks for your help !

Cheers, 

Valerian

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68906#68906





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to