So, we would do the same enable calls on state sets with custom made enums, and then also provide a shader function that will be used only if that feature is enabled?
It sounds like a great idea... although isn't it maybe sufficiently useful that it deserves it's own enable and set functions, especially if all the enums are custom? Then name collisions won't be a problem. The more I think about it though, the more it does seem like enable/disable and set value is a good fit. The there could also be different backend methods to create the final shader - by compilation if there's enough time, or by conditional if the graphics system does it quickly enough... One worry might be the implication that every single 'building block' could be dropped in and things will still work. I have a number of shader pieces that only work in the context of a bunch of other shader pieces being active, along with the correct textures etc etc. It's definitely intriguing. Bruce ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29334#29334 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

