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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > g > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

