From: Brian Furtaw (brian++at++sgi.com)
Date: 05/15/2001 09:35:27
Mark,
Look at the examples in
/usr/share/Performer/src/pguide/libpf/C++/*shader.C for use of
pfShaderManager and pfShader, you'll need Pf-2.4 for this. Volumizer has
a performer sample node and an example program in
/usr/share/Volumizer/src/apps/Performer I have heard it can be difficult
to use though but start with that example and work from their you can
always ask more questions once you run into problems. For your OpenGL
GUI just make sure you execute you rendering commands from within the
Performer draw process. You do this either with a draw callback placed
on your pfChannel, this is probably the best option for your gui, or
you'll need to add your OpenGL code to a Pf scenegraph node (pfNode)
draw callaback. For the GUI remember you'll need to do all the input
handling in the Performer app then interact and update the GUI
appropriately. /usr/share/Performer/src/pguide/libpf/C++/complex.C is a
good example of both a pfChannel draw callback and Performer input
interaction.
Brian
Mark Gill wrote:
>
> pfGreeting,
>
> Here's a question. How do I mix different Open GL api's within a single
> Performer app? For instance: Say I've got a Performer scene, of maybe a
> car. I want to do the car, and some ofthe surrounding geometry with
> Performer, but the hubcaps could be nicely done with Open GL Shader. Say
> that I've got a routine for volumizer for doing clouds, and I've already got
> a gui written in plain old open gl that I want to put over the app. How is
> this done?
>
> I've heard it's possible to do this -- but actual implementation is hard to
> find.
>
> pfThanks in pfAdvance
>
> Mark Gill Visualization Researcher
> CHL Stennis Space Center
> Mark.Gill++at++usm.edu
> ----------------------------------------------
>
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Brian Furtaw (brian++at++sgi.com)
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