Thorsten wrote in Sun Jul 09, 2017 7:30 pm:...unless you come with serious manpower or the one 'must have' application.
point well taken - however to be fair, neither seems to have worked out too well in the context of the OSG port, which never got really "completed" - despite very valid "must have" arguments (think effects/shaders) and quite a bit of manpower along the way.
It still is a thought-provoking discussion, and kinda reminiscent of how we're having debates on requiring a scriptable "2D API" over the course of several years (to no avail, despite core developers sharing the view) - and how much of an effort that would be, how much manpower that would require, how slow scriptable 2D drawing would be- and ultimately it turned out that the whole thing took shape through the forum and the wiki only, primarily inspired by this - and according to the history, it took "only" 2 years "from brain fart to prototype" (compare that to the OSG effort, Rembrandt, Qt UI etc)
Likewise, integrating the osgEarth scenery engine into FG was considered a multi-year mammooth task by many around here (and especially on the devel list), until poweroftwo proved all of us wrong - implementing the whole thing on his own, with much less of an impact on the code base than even the core developers expected (see James' and Stuart's comments in the archives).
And Zan was basically half-way there anyway, it's just kinda unfortunate that Rembrandt took place simultaneously, and that the Canvas system materialized so much later.
Anyway, all of these 3 efforts were handled by a single individual only
(Not unlike the OSG port which got initiated and largely implemented by Mathias only)
Getting back on topic, I don't think that Rembrandt is being actively maintained these days, I guess your best bet is trying to reach out to i4dnf and coordinate any PBR/shader related efforts with him.
PS: I will report the topic to have it split