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.
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