db66abd6d6
extra pass to doing tri stripping in the osgUtil::Optimzer. Added validity checks into osg::TexEnvCombine to catch eronous enumarant values. Improved the efficient of CullingSet's handling of new transforms. Added a copy shared subgraphs and subdivision code into osgUtil::Optimizer. |
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GL2Scene.cpp | ||
GL2Scene.h | ||
GNUmakefile | ||
GNUmakefile.inst | ||
Noise.cpp | ||
Noise.h | ||
osgshaders.cpp | ||
README.txt |
osgshaders/README.txt - mike.weiblen@3dlabs.com - 2003-09-30 Copyright 2003 3Dlabs Inc. osgshaders is a simple demo of the OpenGL Shading Language, as supported in the Open Scene Graph using the "osgGL2" library. Demonstrated are: - loading, compiling and linking OpenGL Shading Language (OGLSL) shaders. - multicontext support (use different Producer configurations to create multiple windows) - "uniform" variable support: enables an application to set parameters for shaders at runtime for animation, etc. - multi-texture support: using textures both as applied imagery and as lookup tables for controlling shader behavior. The two screen grabs show the demo at the extremes of a periodic animation parameter. WHAT's ON THE SCREEN? 1st row: the Marble shader, consisting of white marble with green veins. The veins are animated to slosh back and forth, and look somewhat like bands of stormclouds on Jupiter. 2nd row: the Eroded shader, which demonstrates the OGLSL "discard" command. The animation erodes the surface of the objects based on a noise texture, for an effect similar to rusting. 3rd row: the Blocky shader, which demonstrates animated scaling in the vertex shader, as well as color animation using uniform variables set by the app. 4th row: the Microshader, an extremely simple shader which colors fragments based on their position. It's small codesize makes it convenient to hardcode directly into the application source. RUNTIME KEY COMMANDS These key commands are included in the onscreen help (as displayed by pressing the "h" key): x - Reload and recompile shader source code from their files. You may edit the shader source code file, and recompile the shaders while the application runs. y - toggle shader enable. #EOF