No problem, but append some parentheses to be sure that the compiler
understand well what you are doing or what you like to do
adrian
2008/10/3 Art Tevs <[EMAIL PROTECTED]>
> Hi Adrian,
>
>
> I think it should. This is just a quick test if a program attribute is
> enabled. I haven't found a best solution for that, hence implemented it in
> this way.
>
> However I think the & operator is applied before == operator, which yields
> in the same operation as your first solution. It do just check if the ON
> attribute is present in the state attribute. However I agree, it is better
> to change that. I'll do this next.
>
> Cheers,
> art
>
>
> > Is the code doing what we want?
> >
> > // now apply all uniforms which are in the database
> > for (osg::StateSet::UniformList::const_iterator it =
> > mUniforms.begin();
> > it != mUniforms.end(); it++)
> > {
> > if (it->second.second &
> > osg::StateAttribute::ON ==
> > osg::StateAttribute::ON)
> >
> > lastAppliedProgram->apply(*(it->second.first));
> > }
> >
> > we should use
> > if (* ( it->second.second & osg::StateAttribute::ON
> > )* ==
> > osg::StateAttribute::ON)
> >
> > or
> >
> > if (it->second.second &* (osg::StateAttribute::ON ==
> > osg::StateAttribute::ON)* )
> >
> > or
> > if (it->second.second *&&
> > *osg::StateAttribute::ON ==
> > osg::StateAttribute::ON )
> >
> >
> > see @
> > f:\dev\OpenSceneGraph\osgPPU\src\osgPPU\ShaderAttribute.cpp
> > at line 363
> >
> >
> > --
> > ********************************************
> > Adrian Egli
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
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Adrian Egli
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