* support effects/shaders: This is fairly straightforward to do, just create a EffectsGeode, fill it with a "compiled" .eff, and substitute the standard osg::Geode for it. But I don't think that's going to give us the flexibility we need. A shader won't be able to access several canvases at the same time if we do things that way. | * support effects/shaders: This is fairly straightforward to do, just create a EffectsGeode, fill it with a "compiled" .eff, and substitute the standard osg::Geode for it. But I don't think that's going to give us the flexibility we need. A shader won't be able to access several canvases at the same time if we do things that way. |