Hi Paul,

Thanks for the clarification.  If it turns out we can't use gl_ then I
think it would be best to standardise on an osg_ModelViewMatrix and
osg_ProjectionMatrix etc, for both GL2, GL3 and GL ES2, and for GL2
toggle between use gl*Matrix calls and setting the osg_*Matrix uniform
depending upon when shaders are active or not.   Using osg_*Matrix
would preclude the use of the ftransform() convenience function
though.

Robert.

On Fri, Aug 14, 2009 at 6:07 PM, Paul Martz<[email protected]> wrote:
> For the record, I was quoting the latest GLSL 1.50 spec, so "gl_" is
> reserved, even for current OpenGL 3.2.
>
> If OSG provides a mechanism that allows the user to specify the names that
> matrices are associated with, then OSG could go ahead and violate the spec
> and use "gl_" names by default, but apps would still have the flexibility to
> be spec compliant and change the names if they desired to do so.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
> Jason Daly wrote:
>
> Robert Osfield wrote:
>
> If GL3 isn't providing any gl_ uniforms surely they can't be reserved,
> you can only reserve something if it might exists.  I can see why gl_
> will be reserved for GL2, but I can't see the issue for non backwards
> compatible GL3.
>
>
> It doesn't provide uniforms, but there are gl_* identifiers still in use
> (gl_Position, for example).
> Besides, it doesn't really matter whether we think it's an issue or not.  If
> the spec says they're illegal, then the GLSL compiler will likely throw an
> error any time a shader tries to use one that's not declared by GL itself (I
> haven't tried this personally, but that's what I would expect)
>
> --"J"
>
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