Hello Michael, On 02/18/2011 09:54 AM, Michael Raab wrote: > what do you think, would it be hard to implement that link between > parameter and its shlchunk?
probably not very hard; steps that i can think of: - add a SFShaderParameterChunkPtr to ShaderParameter (a parameter can only be attached to one chunk in 1.x because the parameter caches the uniform location). - modify ShaderParameterAccess to maintain the parent link when adding/removing parameters. - make ShaderParameterChunk::_mfParameters protected and implement public get functions in ShaderParameterChunk (instead of the protected generated ones in *Base), add member functions addParameter(ShaderParameterPtr param), subParameter(ShaderParameterPtr param) and adjust places that currently do editMFParameter()->push_back(param) or similar. Let me know if you need more details on any of these. Cheers, Carsten ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users