Hi Sebastian,

Thanks for the details, still not 100% clear but clearer ;-)

The ShaderComponent class exists as an interface between StateAttribute's
and the ShaderComposer in a way that is decoupled enough to allow fixed
function pipeline style StateAttribute's to provide a ShaderComponent to
implement itself in the shader realm.  It sounds like this decoupling is a
bit too one way for you needs and that you want to be able to get the
StateAttribute/ShaderAttribute that owns the ShaderComponent, holding a
parent pointer in the ShaderComponent might be a quick fix for this but
this would preclude StateAttribute's sharing ShaderComponents which really
is desirable, the next alternative would be pass in the StateAttribute
directly tot he ShaderComposer and let it get the ShaderComponents from the
StateAttributes on demand.

Thoughts?
Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to