Thanks Andreas.  That's too bad.  If anyone has any other suggestions
on ways to the standard gl lighting information, I would like to hear
them.

The main thing I am worried about is using up all my available
uniforms.  Each light will require somewhere between 8 and 12 uniform
floats depending on the type of light.  And I want to specify OpenGL
lights anyway, so that if a shader gets too big to compile, the object
using that shader will revert to standard OpenGL lighting instead of
turning black.  Since I will already be specifying that lighting
information, it would be nice to reuse it instead of specifying it
again for the shaders.
-  Terry

On 6/15/05, Andreas Zieringer <[EMAIL PROTECTED]> wrote:
> Hi Terry,
> 
> not yet, but you can't put this information on application level into a
> uniform because in local lights render mode the active lights can change
> dynamicly for each rendered node. I could add this information to the
> special osg uniform parameters like "OSGViewMatrix", ...
> But one index is not enough we need a array of indices or use on uniform
> with a bit mask of active lights.
> Well the easiest way is to add the lighting information like light
> position, count, ... directly to your shader.
> 
> Andreas
> 
> > When OpenSG sets up lights, is there any way to have it tell which
> > glLights are being used, and perhaps what type of light each one is?
> > I think this would be useful information for writing GLSL shaders
> > because it would allow me to pass only the light index as a uniform
> > and gank all the necessary lighting information from
> > gl_LightSource[i].  The alternative is to pass *all* the lighting
> > information as uniforms.
> 
> 
> 
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