Thanks Mathiey, these changes make the code more readable, efficient
and portable across drivers/platforms :-)  Changes now merged and
submitted to svn/trunk. Cheers, Robert.

On Thu, Dec 3, 2009 at 3:35 PM, Mathieu Marache
<[email protected]> wrote:
> I replaced the Vec4 by a float and used only the x component of the
> shadow2DProj . This works on my apple box.
>
>
>
>
> Le 2 déc. 09 à 16:21, Robert Osfield a écrit :
>
>> Hi Mathieu,
>>
>> On Wed, Dec 2, 2009 at 3:04 PM, Mathieu Marache
>> <[email protected]> wrote:
>>>
>>> I don't want to bother you, but since you seem to be in the process of
>>> merging new submissions I'd like to make this little one surface from the
>>> deepness of the submission folder.
>>
>> Sorry about not getting to it yet.  I'm surprised I had already
>> tackled it so it must have been a bit buried...
>>
>> I've just done a quick review and am curious about the lines you've
>> changed, in particular I'm not even sure what is meant by the original
>> code, and your changes doesn't seem to clarify this for me, just a fix
>> in the type.  Perhaps you understand it better.  The original code is:
>>
>> declaration of shadow variable:
>>
>> "  vec4 shadow = vec4(0.0, 0.0, 0.0, 0.0); \n"
>>
>>
>> Then the offending line:
>>
>> "  if ( shadow * (shadow -1.0) != 0.0 ) \n"
>>
>> What I'm not sure about is what is intended by the (shadow-1.0), and
>> what is intended by the * operator.
>>
>> My guess about this line of code is that it's attempting to only true
>> when shadow != vec4(0,0,0,0) && shadow != vec4(1,1,1,1) i.e. when the
>> shadow is full on or full off.
>>
>> I do wonder if the shadow variable actually needs to be a vec4 as well.
>>
>> Thoughts?
>> Robert.
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>>
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>
> Mathieu
>
>
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>
>
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