Hello Carsten,

I have some additional questions with respect to shader programming in 
the scene graph world. After I have glanced through the GLSL 
specifications and some shader books, I'm puzzled with respect to the GL 
state.

The scene graph defines the rendering properties of its constituents. 
This is done with a fine granularity via the material chunk objects. 
This defines the rendering state for sets of objects. Now, if I use 
shader replacements for the fixed function part of the pipeline I have 
to access this state in order to emulate the functionality. But some 
state is not available in the shader (on present GLSL versions all state 
is actually gone). I could set up some state as uniforms on the start of 
the render function but then I would lose the fine grained scene graph 
description of the rendering task. The state I have currently in mind 
consists of
GL_LIGHT_MODEL_TWO_SIDED, GL_LIGHT_MODEL_LOCAL_VIEWER, 
GL_LIGHT_MODEL_COLOR_CONTROL as well as of the texture application 
functionality, i.e. GL_REPLACE, GL_MODULATE, GL_DECAL, GL_BLEND and GL_ADD.

Does OpenSG provide support for these; or do I have misconception of the 
problem? How, do you solve this problem? Is this expectation in the line 
with the scene graph paradigm?

Any help and guidance is very much appreciated.

Best,
Johannes

P.S. Is it possible to set up structures as uniforms with OpenSG?



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