Wojciech Lewandowski wrote:
> I would like to share some code I wrote one year ago, which my company
> have been succesfully using since then. Its not exactly something as big
> as tasks mentioned above, but I believe it makes a step forward to
> making osg::Programs and osg::Shaders more flexible
Hi Wojtek,
Thanks for sharing your code. This will be very helpfull.
It would be nice if we could somehow combine this with the existing fixed
function ShaderGen utility.
Thoughts about the demo:
The coloring of the children with only a different version of the ColorFilter
would typically be im
Hi Wojtek,
Thought I'd squeeze in a few more minutes work before I head offline.
I couldn't get you little project to compile due to not having the
debug libs built on my machine, so I had to tweak the Cmake file to
not link against the debug if no debug libs were found. There might
be a more eff
Hi Wojtek,
Great to see more activity on the shader front. I've only read your
description so far, but it does sound something that's heading in the
same direction as to my thoughts on state/shader interface for
OSG-3.0. Given you've got something working without too many changes
to the core OSG
Hi Wojtek, J-S et al,
Thanks for sharing the code Wojtek. It is always nice to see production code
that does the job. What a coincidence, right now I am experimenting with
embedding custom modes (including Your osgShadow) and shader composition
directly in a cull traversal. Definitely I will take
Hi Wojtek,
I am glad I have Your support. Honestly, I was counting on You ;-) I am
not that fluent in English as I would like to be. Writing such posts
usually take me much longer than in may native polish, I often realize
that some ideas got lost in the midle of batlle with proper
word/expre
May 11, 2009 5:19 PM
Subject: Re: [osg-users] VirtualProgram - making programmable pipeline less
fixed
Hello Wojtek,
The code is simple and its basically one class named VirtualProgram. Its
derived from osg::Program. It does what its name implies - virtualizes
program and shaders in osg::Pr
Hello Wojtek,
The code is simple and its basically one class named VirtualProgram. Its
derived from osg::Program. It does what its name implies - virtualizes
program and shaders in osg::Program similarly to C++ method overloading.
Wow, very nice! This indeed fills in one rather large gap that
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