Hello Vladimir,
and then do the lighting and texturing as the fixed-function
pipeline would, and it's up to the user to change that if they want
to...
Fragment shader is used for things that are not supported in fixed
function (per-pixel lighting and normal mapping). I didn't thought
about combination of hw skinning and fixed-function display (since we
not use fixed function display at all).
No, I don't mean use GPU skinning and fixed-function display (I don't
think this is possible since when you have a vertex shader, you must
also specify a fragment shader so you effectively disable the
fixed-function pipeline completely). What I meant was that your
fragment shader could be a very simple one by default (per-vertex
Gouraud) and if the user wants per-pixel lighting, multitexturing,
normal mapping or whatever else, they can do it themselves.
I don't think it's the goal of osgCal to add that extra functionality
(even though it's cool) since it may add overhead above and beyond
what is needed for character animation only. Users who don't want to
make their own shaders and only want character animation would
probably appreciate this separation.
Anyways, what you can always do is provide both options, since the
more complex fragment shader is already done - you only need to make a
simpler one and add that to the distribution...
Thanks for all the other information, I'm really excited to start using this!
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
----------------------------------------------------------------
This message was sent using IMP, the Internet Messaging Program.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/