Hi,

On Thu, 2017-05-11 at 08:23 +0200, Johannes wrote:
> Hello Carsten and Gerrit,
> 
> I'm really happy to hear from you again :-)
> 
>  > small comment, the *Ref* classes are meant to refer to/reference
>  > OpenSG external OpenGL objects, so validating them through OpenSG
>  > and translating them to an OpenSG managed OpenGL Id is not the
>  > intended behavior.
> So I misinterpreted the idea of these guys. My scenario is referencing 
> within OpenSG.
> 
>  > I'll revert that part right away. If Johannes has a
>  > scenario where the previous behavior is not doing the right thing
>  > we can figure out a correct change with more calm.
> As the example currently works not with the GeoVectorBufferRefProperty 
> but with the ShaderStorageBufferObjRefChunk the revert is not hurting. 
> But I think that the scenario that I describe above is a valid and 
> important one. So we should support it. Additionally, now we have a 
> semantically interface break between the 'Ref' classes. We should find a 
> solution that supports both scenarios equally.
> 
>  > There is one example actually using 2 ids, OSGTextureObjRefChunk.
> I do not know this one and have to look it up.
> 
>  > This one has a oglGlId and an osgGlId if the OSG id is set the
>  > normal OSG validation/mapping is done. If the oglGlId is set
>  > only the GL calls are made. If both are set, the OpenSG id wins
>  >
>  > If there is a need to reference OpenSG internal properties this
>  > might be the way to go.
> This sounds promising. But I we would transfer that into the geo 
> property ref classes we would still break backward compatibility because 
> of API naming.

I'm actually ok with this as it won't compile (which is a pretty
obvious hint that something changed ;)). The original commit
unfortunately silently broke stuff as only the inner workings changed.

kind regards
  gerrit



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