Hi Robert,
Actually i understand it does not make sense to mix state calls like
shaders with the osg::Drawable. I would first like to explain my target.

Project Target -
1) Have a independent Cubic class whih renders any general Cubic using the
Shader code. Shader code takes a cubic equation and renders a Cubic on the
screen.
2) This Cubic class should allow the possibility of being attached to scene
graph as one of the nodes in the Scene Graph. Either as a Drawable or as a
Geode.

So Since I have only Shader code to be used to draw the Cubic I was thinking
I should be implementing the drawImplementation Function of the
osg::Drawable after subclassing it.

But Now I understand that I can just subclass from the osg::Node and which
can use the Shader and render the cubic and i need not have the
osg::Drawable at all .

Am I right ?

regards,
Amal.

On 7/16/07, Robert Osfield <[EMAIL PROTECTED]> wrote:

On 7/16/07, Amal <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>  I saw the osgTerrain::TerrainNode  and I saw that It Uses a geometry
> Technique and the Geometry Technique in turn had TerrainGeometry thich
has
> the drawImplementation function. I will also try to derive the Cubics
class
> from the osgNode or osgGroup only and hide the implementation.
>
> Actually I will like to see a example in the drawimplementation of the
> osg::Drawable just calls a shader code and does nothing else . Is there
any
> example for that ?

In general you don't want to mix state calls like shaders inside
Drawables as the OSG is designed to do all state handling within
osg::StateSet's and vertex array + primitive drawing calls kept within
Drawables.  The reason for this separation is to enable efficient
state sorting and lazy state updating, break this and you break the
ability to scale your applications performance.   So... you won't see
shaders mixed directly into Drawables as its not a good practice.

W.r.t subclass osg::Drawable just search the source code and osgteapot
example.
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