Hi Farshid,
The second method doesn't necessarily need to be an option. I don't see any harm in always adding a description string to the stateset. My main concern is coming up with a format that can be easy to parse.
I totally agree.
I'd like to avoid the first method, since it introduces a couple issues. As I mentioned in my last email, how would composite materials be handled? Should the assigned texture unit for each map type be customizable, and if so, how would the interface for assigning the texture units work? If you are not concerned with composite materials and are fine with hard-coded texture units, then this seems like something I can add soon.
In the case of our use of the exporter, we'd want to implement the second case anyways, as our engine uses specific shaders and a pipeline that the exporter doesn't (and shouldn't) know about. So we really need a way for the exporter to embed all the information needed to be able to do the effects specified by the artist, but without putting the actual shaders in the exported file.
J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

