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.
> >
> >
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> 
> 
> --
> Terry Welsh - mogumbo 'at' gmail.com
> www.reallyslick.com  |  www.infiscape.com  |  www.vrsource.org
>


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