On 10/6/06, Terry Welsh <[EMAIL PROTECTED]> wrote:
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.
I was thinking along these lines too. Provide a set of shaders and uniform settings that can be used in users own StateSet's & osg::Programs. Doing the conversion on static databases would be fine, but there once use paged data in then the new subgraphs will have to be converted too, so for this eventuality one would have to build the database with the correct shaders, or do the mapping as part of a osgDB::Registry::ReadFileCallback. Or.. end with a remapping on the fly like a I suggest in my previous email.
However, one step at a time, get the basics implemented and pre setup databases with the correct shaders, then move on to more ambitious stuff later.
Robert.
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