Hi Terry,

W.r.t implementing custom shaders in client scene graphs, I have pondered on
this issue previously and came to conclusion that we'd either need to
traverse the scene graph in setup and remap the StateSet/StateAttribute to
inser the new shaders, or do this remapping at runtime with the CullVisitor
in the cull traversal or osg::State in the draw traversal doing the
remapping, .  This will obviously require runtime remapping would obviously
require mods to the core osg and osgUtil.

Yes, this sort of things sound really invasive, which is why I have so
far just tried to render good shadow maps and not define how they are
applied to a scene.  A good flexible, halfway solution might be to
have osgShadow supply osg::Shaders that users could link with their
own osg::Programs.
- Terry

I'll leave anything like this to later though, first get something working,
find the limitations, then figure out a way to refactor things to make it
more streamlined.

Robert.
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