Hello, First it would be nice to have an overview over the endless number of classes in system/state/shader and system/state/shl, which are all somehow related to shaders - but where to start? ;-) Second how are shader attributes realized in OpenSG 2? I mean not attributes like glColor or something, but custom per-vertex-attributes like
#pragma version 130 uniform vec4 viewport; // the current viewport dimensions (as per glGetFloatv(GL_VIEWPORT,...)) uniform vec4 eyePosition; // the current eye position in modelview coordinates uniform float scale; attribute float radius; // premultiplied with 'scale' attribute float halfHeight; // precompute: length(gl_Normal)*scale/2 ... As the attribute id does not change as long as the shader is not recompiled, it would be a significant overhead querying the id every time it is used. However, the attribute id may (afaik) be different in different windows, so it should be handled quite like a texture id. Is there anything in OpenSG I can use, or any idea on how to implement that? Aloha, Andi ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users