Hi folks -- As a Khronos member, I have some insider knowledge about OpenGL 3.1, but as the spec is not yet available, I am not at liberty to divulge specifics. Instead, though, I'll reference the slide set presented at last year's SIGGRAPH in which it stated clearly and plainly "plan on deprecated functionality going away sooner rather than later".
If you interpolate from there, then in OpenGL 3.1 (and GLSL 1.40) and beyond, the fixed function pipe is gone, and all associated state is gone, and all predefined uniforms are gone. So, to answer the query "how to access lighting state from a shader?", you can't set it on the host, and you can't access it from a shader, because it no longer exists. If you need _any_ uniform in your shader, you must explicitly create that uniform on the host and explicitly declare it in your shader. This is the future of OpenGL. Also worth noting, glVertexPointer, glColorPointer, glNormalPointer, etc., are also all gone, and correspondingly, gl_Vertex, gl_Color, etc., are all gone as well. All vertex data, including the vertices themselves, get passed to shaders as generic attributes. The modelview and projection matrix uniforms are gone; you'll need to create them yourself if you need them. ftransform() is gone. This greatly changes the way you think about OpenGL, and about how the scene graph should work, and how to move forward with OSG. I have some ideas about a scene graph built on Open GL 3.1. I haven't really finalized them yet, but supporting the current OSG core API seems unlikely. I suggest you wait for OpenGL 3.1 to be released before you make solid plans for OSG's future. You really need to see the 3.1 spec (and GLSL 1.40) to know which direction to steer the OSG ship. The 3.1 spec will probably be out very soon (before SIGGRAPH). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

