Hi Mike,

Thanks for the info!  It's at least good to know there's not some better
way I should be going about it :)

Does anyone know why my uniform might not be getting the right value
from the OSG framework?  Is this something that was likely fixed in a
later version (I'm using 1.2)?

-Nathan

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Tuesday, April 01, 2008 11:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Uniforms and state sorting

Hi Nathan,

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Monteleone, Nathan
> Sent: Tuesday, April 01, 2008 10:04 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Uniforms and state sorting
...
> I'd think the uniform state would be independent of the GL_TEXTURE_2D
> mode.  In fact the whole reason I have that Texture2DEnabled uniform
is
> so that my shader can tell whether or not there's any texture.  AFAIK
> you can't examine the fixed pipe enable states from GLSL.  Someone
> please clue me in if the
> way I'm doing this is idiotic.
> 
> -Nathan

You are correct: glEnable state is completely separate from GLSL
shaders, and that Boolean enable state is not 
exposed as GLSL builtin uniform; you must provide your own uniform to
communicate the enable if you so wish.

cheers
-- mew

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