Talk:Hackathon Proposal: Shaderbased ND features: Difference between revisions

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(my 2c / food for thought)
 
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Thus, if you are serious about developing this, it would ideally be done in tandem with the Compositor/CompositeViewer efforts, because having those two features in place, will greatly simplify your job. Also, even if you have a working build environment, and even if you have years of professional background in C++/OSG, this isn't something that is prototyped during a single weekend. You only need to look at the time frames involved in the prototyping of the Compositor/CompositeViewer efforts, to see for yourself that such projects aren't delivered in just a few days.
Thus, if you are serious about developing this, it would ideally be done in tandem with the Compositor/CompositeViewer efforts, because having those two features in place, will greatly simplify your job. Also, even if you have a working build environment, and even if you have years of professional background in C++/OSG, this isn't something that is prototyped during a single weekend. You only need to look at the time frames involved in the prototyping of the Compositor/CompositeViewer efforts, to see for yourself that such projects aren't delivered in just a few days.
If in doubt, it would be best to check back with the developers mailing list, and ask specifically Fernando, Jules and James for their opinions.
If in doubt, it would be best to check back with the developers mailing list, and ask specifically Fernando, Jules and James for their opinions.
In the meantime, if you are specifically interested in bringing effects/shader functionality to current and future NDs, the lowest hanging fruit is indeed adding effects support to the Canvas system - which is something that has been previously prototyped, and something that's even be suggested by the creator of the canvas system a while ago: [[Canvas Development#Effects & Shaders]]
In the meantime, if you are specifically interested in bringing effects/shader functionality to current and future NDs, the lowest hanging fruit is indeed adding effects support to the Canvas system - which is something that has been previously prototyped, and something that's even be suggested by the creator of the canvas system a while ago: [[Canvas Development#Effects / Shaders]]
Realistically, this kind of change is strictly opt-in, and touches less than 50 lines of code - and we've done this previously: [[File:Canvas-Fragment-Shader-circles.png|thumb]]
Realistically, this kind of change is strictly opt-in, and touches less than 50 lines of code - and we've done this previously: [[File:Canvas-Fragment-Shader-circles.png|thumb|unmodified airport selection [[Canvas_Development#Effects_.2F_Shaders|canvas with fragment shader applied]]]]


All that being said, your idea is indeed good and a long-standing one, too - in fact, even prior to the Compositor framework, people have been wanting to create support for orthographic terrain views, for some pointers to related discussions see the following wiki article (inspired by ideas that TorstenD posted on the forum, which favors an atlas-based approach, because it predates the Compositor by many years): [[Canvas_Tile_Element]]
All that being said, your idea is indeed good and a long-standing one, too - in fact, even prior to the Compositor framework, people have been wanting to create support for orthographic terrain views, for some pointers to related discussions see the following wiki article (inspired by ideas that TorstenD posted on the forum, which favors an atlas-based approach, because it predates the Compositor by many years): [[Canvas_Tile_Element]]

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