Vivian Meazza wrote:

> Wow! Complicated or what? I can live with the colour stuff - just. But I
> think there's stuff there which will for ever catch me out:
I think it has about the same complexity as Ogre material scripts, with a 
couple of 
exceptions:
* The OpenGL features is more complicated. I'm just leveraging our Expressions 
code there.
* The separation between effects parameters and technique parameters. This is 
needed to
protect external clients of effects (like material animations) from the details 
of individual
techniques.

> 
> <less-equal>? We use <less-than-equals> everywhere else. Unless this has the
> sense "some animals are more equal than others"
I don't mind changing the name. I just grabbed the names from the STL functors 
that
implement the expressions.
> 
> <texture0>, <texture1>. I would expect <texture>, <texture>. Unless these
> tags have totally different meaning, in which case they should be named
> differently.
Yeah, this is bogus. The texture number, which specifies the OpenGL texture 
unit,
is important. When I wrote the example I thought, in the context of effects 
inheritance,
the names would have be done this way, but they can also be named with a <unit> 
tag
inside the <texture> block and a bit of code to coalesce like texture units when
doing inheritance.
> 
> <ambient><use>material/ambient</use></ambient> ? I would expect, perhaps
> wrongly:
> 
> <material>
>       <use>
>            <ambient>material/ambient</ambient>
>            <diffuse><use>material/diffuse></diffuse>
>            <specular><use>material/specular</specular>
>       <use>
> </material>
> 
*shrug* I see <use> being something you put on a leaf property, but I could be
persuaded by your syntax.
> I think you would have to be a very dedicated developer to wade into this.
Do you think it's more complicated than Ogre material scripts?
> Nevertheless, the access to shader programs looks very worthwhile. In fact I
> would accept (almost) anything to get that facility on board.
> 
> Vivian

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