Hi Gerrit, >> 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. > Ok I will give it a try.
I have one additional remark wrspt. to the ComputeShader stuff. Currently it is housed in the Contrib\ComputeBase library. Since many techniques are going to work with compute shaders nowadays, they are all doomed to live outside of the core libraries probably in their own techniques library that would be dependent on the Contrib\ComputeBase library. I was thinking along the line that it might be preferable to have to compute shader stuff as first class citizens like the other shader code. What do you think? Best, Johannes ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users