Hi Aurelien,

I have done my first past review of the texture swizzle functionality,
I'm close to merging but one area am still wondering about, again it's
a wider issue.  The bit I'm pondering is that
Texture::setSwizzle(GLint, GLint, GLint, GLint) and corresponding
Texture::getSwizzle(GLint&, GLint&, GLint&, GLint&), I understand why
you've done it this way, but it's rather out of keeping with the way
the majority of the OSG manages the setting/get of parameters.

The usual OSG way would bet to have a Texture::setSwizzle(Vec4i) and
Vec4i getSwizzle(), which would be fine but... there isn't a Vec4i, we
have Vec4b, Vec4ub, Vec4s but not Vec4i.  With David' submission of
the int and double versions of vertex pointers it does rather start
teasing out the possible need for a Vec4iArray which would of course
need a Vec4i.

I'm starting to wonder if I shouldn't just bite the bullet and add a
Vec4i/Vec4iArray, then this could then be used for the texture
swizzle.

The only other little item I spotted on my review is that we'll need
to add a dirtyTextureParameters() call in the setSwizzle() to make
sure any changes to the swizzle aren't missed by the lazy updating of
the texture parameters.

Let me know you opinions on the Vec4i front.

Robert.



On 1 June 2013 14:53, Aurelien Albert <[email protected]> wrote:
> Hi,
>
> Here is the submission updated to current svn trunk.
>
> The serialization code is disabled by "#ifdef SERIALIZE_TEXTURE_SWIZZLE" for 
> the moment, so you could enable it when merging and set the SO version number 
> corresponding to the current SO version at merge time
>
>
> Thank you!
>
> Cheers,
> Aurelien
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=54365#54365
>
>
>
>
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