Hi Robert,
The uniform unique ID change (bravo, by the way!) should have no effect on
my uniform buffer submission. Uniform blocks and uniform block bindings
don't act like uniforms, and the uniforms inside a uniform block are not
accessible through the existing uniform variable interface.

There is an issue tangentially related to uniforms, for a future submission.
There are three ubo-related values in play:
the block name, as given in the shader;
the block index, which is associated with the block name when the program is
linked;
the buffer binding point (a small integer) which is assigned a block index

During the course of the program different buffer objects can be bound to a
binding point, which is the model this submission supports, and is
illustrated by the example program. For simplicity I fixed the block index
<-> binding point association at program link time, but in reality the
binding is not fixed and could be manged in OSG like a uniform.

Tim

On Mon, Nov 29, 2010 at 12:15 PM, Robert Osfield
<[email protected]>wrote:

> Hi Tim,
>
> I'm currently reviewing your uniform buffer changes, I'm still mid
> review so haven't yet got a full picture of how the extension all
> works.  One thing I'd like to run past you is the whether the new
> support for using unique ID's for uniform names will effect your
> uniform buffer work. The unique ID's were introduced to lower the cost
> of finding the uniform's names in the osg::Program's uniform maps.
>
> Any thoughts on this topic?
> Robert.
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>
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