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

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http://forum.openscenegraph.org/viewtopic.php?p=29334#29334





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