Hi Gerrit,

Thanks for looking into this. Would it be possible to get some estimate how
long its going to take?

Thanks,
Aashish


On Sat, Jun 20, 2009 at 8:23 PM, Gerrit Voß <[email protected]> wrote:

>
> Hi,
>
> On Thu, 2009-06-18 at 14:21 -0500, Carsten Neumann wrote:
> >       Hi Gerrit,
> >
> > Gerrit Voß wrote:
> > > On Thu, 2009-06-18 at 11:12 +0800, Gerrit Voß wrote:
> > >> On Wed, 2009-06-17 at 21:44 -0500, Carsten Neumann wrote:
> > >>> The reason I think this also affects the new stuff is because it is
> > >>> before that actually gets a chance, i.e. the DrawEnv::activateState
> > >>> short circuits the state change before it gets to any infrastructure
> > >>> specific code. There is also a bug in SHLChunk::changeFrom, see the
> > >>> "Graph operators & OSG shader variables" thread on the users list for
> a
> > >>> patch.
> > >> unfortunately there is more wrong. My quick test gives me weird
> results
> > >> such as  switched of lights where they should not. So I guess I have
> to
> > >> dig a little more ;)
> > >>
> > >
> > > ;), after fixing this the good news is, the new infrastructure actually
> > > does it right, because the overrides are different so the
> > > oldOver != newOver test succeeds and it goes to changeTo.
> >
> > hm, why are the overrides different? Offhand that sounds a bit odd,
> > given that we are talking about two objects with same material.
>
> with all the caching the new shaders, like lights, are always
> overrides. And laze handling of those is still only on my todo
> list ;(
>
> > > Actually
> > > to often for my liking so I see if I can get an early out for the
> > > case where only the shader params change.
> > >
> > > Sadly that does not really help us with the old OSG1 derived stuff ;(.
> > > One question though is is the compat stuff good enough so we can remove
> > > the original implementation and don't worry about it.
> > > Well worst case we can take out the test if the old shaders are active.
> >
> > hm, ok.
> > Related to that: How about dropping the old stuff and only keeping the
> > compatibility layer of the new infrastructure? What is the difference
> > between the two - is renaming SHLChunk to SimpleSHLChunk everywhere
> > enough to convert an app?
>
> With compat enabled there should actually be typedefs so you should
> still be able to use SHLChunk. The main problem might be that all
> the intermediate classes are gone, but maybe we can just typedef
> those too. I'm also not sure the interfaces are 100% identical. And we
> would have to update the osb loader.
>
>
> > I understand this does not help with the update problem, as you said the
> > compatibility layer is also affected, but it would reduce the number of
> > combinations that folks can build.
> >
> > > Let's see where the early out takes us, maybe we can reuse some bits.
> >
> > Let me know if I can help implement this, just tell me what your ideas
> > are and I'll see if I can come up with the right code ;)
>
> Actually the early out stuff was not really needed right now. There was
> an easier way utilizing the knowledge which chunk needs to be updated,
> So shader proc vars should be updated correctly.
>
> The problem with telling things is, usually once I know where I want it
> to go it is easier/faster implemented than told ;)
>
> The good thing is I can take a look at the whole state changing thing
> and rework/optimize it as I had planned for some time.
>
> kind regards,
>  gerrit
>
>
>
>
>
>
>
>
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