On Mon, 2006-08-07 at 11:24 +0200, Heinrich Fink wrote: > I guess one of the first things I want to implement is the binding for > COLLADA_FX - shaders (which are already in DOM 1.4.1-format)
COLLADA FX was introduced in COLLADA 1.4.0 and the 1.4.1 update fixes a few important issues wrt binding shaders to geometry and rendering surfaces. > I'd rather implement the shader-stuff using cg/cgfx than with GLSL, > because it's easier to write shaderprofile-fallbacks and to define the > shaders parameters for the artists userinterface already bundled in the > cgfx-file. But I never really dived into GLSL, so maybe I prefer CGFX/CG just > because I'm used to it... ;) COLLADA FX is a cross/multi-platform definition for effects that supports many shading languages including: Cg, GLSL, GLSL ES, and soon (Q1 2007) DirectX/HLSL. > (CGFX-files get translated into COLLADA-Format anyway, right?, so, after > that, parameter bindings etc are not a matter of CGFX anymore, right?) Right! FX Composer 2.0, in beta from NVIDIA, can translate existing effects and export them as COLLADA FX. Regards, Marcus -- Mark Barnes COLLADA Project Lead, tel:+1.650.655.7342 Sony Computer Entertainment America http://research.scea.com Khronos COLLADA work group chairman http://www.khronos.org/collada _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
