Ok, I'll see if I can find anything in CullVisitor between 1.2 and the
latest.  I can't just attach a single uniform on top of everything
because I *only* want to change the value for the light points, not for
the whole model.

For the record, I ran out of time for our project at work and ended up
giving up on the point sprites + shaders implementation and just used
the shaderless points.

-Nathan

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Thursday, April 03, 2008 10:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Uniforms and state sorting

sorry dont have time now to review the whole thread.  You could check
the svn history for fixes since 1.2.

one suggest is rather than finding all the lightpoints in the model to
attach a uniform, simply attach a single uniform to the root of your
model; that uniform state should be inherited down into all child
nodes.  Since uniforms and glEnables are entirely separate, there
should be no interference.  At least that would work for OSG 2.x, cant
recall for 1.2

-- mew



On Thu, Apr 3, 2008 at 10:12 AM, Monteleone, Nathan
<[EMAIL PROTECTED]> wrote:
> 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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>



-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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