Yes, we could probably make as many of those bools as we want.  You
would only need to use as many of them as you want for your
application.  For example, I would probably cap my current project at
4 to 8 lights.  At least for now.  Some people might want more.

On 6/30/05, Matthias Stiller <[EMAIL PROTECTED]> wrote:
> Just want to throw in a short hint. 3DLabs cards support much more than
> 8 active lights in hardware. If I remember right, there are 16 or maybe
> 32 hardware accelerated lights. Don't know if it is a good idea to add
> so much uniforms to *every* shader. Does anybody know if this is
> critical in terms of speed ?
> 
> Regards
> 
> Matthias
> 
> PS: Will check the exact number tomorrow
> 
> On Thursday 30 June 2005 19:04, Terry Welsh wrote:
> > Another thing that might help with the whole speed vs. flexibility
> > issue is to allow the linking of many shader objects.  I believe the
> > SHL framework currently allows one vertex shader and one fragment
> > shader.  But if more could be linked together, then it would be
> > possible to spend less time compiling and just link together the
> > correct already-compiled objects.  Or maybe an object that only
> > handles lighting could be recompiled and linked without having to
> > recompile the rest of the shader.
> >
> > Anyway, has there been any more progress with OSGActiveLightsMask?
> > Since bitwise operators aren't available in GLSL I was thinking of
> > trying to add the following bools to the SHL framework:
> > OSGLight0Active
> > OSGLight1Active
> > OSGLight2Active
> > OSGLight3Active
> > OSGLight4Active
> > OSGLight5Active
> > OSGLight6Active
> > OSGLight7Active
> >
> > This is the best solution I can think of for detecting which lights
> > to use at runtime.  Comments and suggestions are welcome.
> 
> 
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-- 
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com  |  www.infiscape.com  |  www.vrsource.org


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