<p dir="ltr">Hi Johan,</p>
<p dir="ltr">Haven't had a chance to follow the details of this thread closely, but a couple of high level comments:</p>
<p dir="ltr">Add Texture2darray support to .osg format should be straight forward, I have no objections to submissions that add this.</p>
<p dir="ltr">Adding extra GLSL support to .osgt should be possible too. In general I'd recommend editing GLSL files over Osg native.</p>
<p dir="ltr">Robert.</p>
<div class="gmail_quote">On 14 Sep 2015 8:13 pm, "Johan Hedstrom" <<a href="mailto:leadcoder@gmail.com">leadcoder@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi, Sebastian<br>
<br>
We have a couple of inhouse applications that use OSG for terrain rendering the all share the same pagedLOD based terrain database. The terrain DB use shaders for landcover based detail texturing and some other stuff. The actual shader code is injected at the top node in a .osg file that in turn have a proxy childnode that points to the first LOD of the actual terrain DB that can be saved in whatever format we choose .ive, .osgb etc. By having the top node in a readable format we can easily change origo,detail textures, shaders etc. By using the .osg format anyone can change and view the DB without any custom applications or plugins which so far has been very convenient.<br>
<br>
I’ve also tried to use the .osgt format that support serialization of the Texture2DArray but not external shaders (changing inline shaders in .osgt is tricky, you have to keep track of line count and be careful with indentation).<br>
<br>
I guess the best solution is to create a custom plugin that extend .osg with Texture2DArray serialization or add external shader support to .osgt<br>
<br>
<br>
Cheers,<br>
Johan<br>
<br>
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