Okay, I submitted a patch that adds OSGLight0Active through OSGLight7Active. There's a weird problem where RenderAction->getActiveLightMask() returns a 1 when I expect it to return 0. So my shaders always think at least 1 light is on. No luck debugging this so far, but maybe someone out there knows where the problem might be. -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.infiscape.com | www.vrsource.org
On 6/30/05, Terry Welsh <[EMAIL PROTECTED]> wrote: > 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. > > > > > > ------------------------------------------------------- > > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > > from IBM. Find simple to follow Roadmaps, straightforward articles, > > informative Webcasts and more! Get everything you need to get up to > > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > > _______________________________________________ > > Opensg-users mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/opensg-users > > > > > -- > Terry Welsh - mogumbo 'at' gmail.com > www.reallyslick.com | www.infiscape.com | www.vrsource.org > ------------------------------------------------------- SF.Net email is sponsored by: Discover Easy Linux Migration Strategies from IBM. Find simple to follow Roadmaps, straightforward articles, informative Webcasts and more! Get everything you need to get up to speed, fast. http://ads.osdn.com/?ad_idt77&alloc_id492&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
