Hello Michael,

On 02/10/2011 01:50 PM, Michael Raab wrote:
> the problem is that I need to know each SHLChunk in my scene tree.
> Imagine meshes are loaded and unloaded during runtime, I need to make
> sure that all appropriate SHLChunk instances get the appropriate update
> callback assigned.

hmm, your meshes are stored as .osb then or do you run some form of 
post-processing after loading?
Either way, the SHLChunks have to be created at some point and other 
parameters must be added to them, can't you fit this in there?

> Therefore the idea was to make this as generic as
> possible, so the special shader parameters seemed to fit.

ok, the problem seems to come down to how to distribute time.

> Can you imagine another location where I could assign the system time,
> that gets syncronized even in cluster mode, so that each SHLChunk can
> fetch the correct value?

the easiest way seems to me to update the parameters on the client and 
have the cluster distribution take care of getting it to the render 
servers. That way the time update is just like any other update of a 
uniform and no extra code is needed.
Another option would be to create a custom attachment that stores the 
time, update that on the client and attach it to some easily accessible 
distributed object (ClusterWindow perhaps?). On the servers the special 
parameter code for the "time" would then need to access that attachment 
an get the time from it.

        Cheers,
                Carsten

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