Hi Robert (Miharcic for those trying to follow this thread), I have reviewed your shader composition changes. My first reaction is WOW. Second reaction much the same ;-)
I can't pretend that I actually understand all the changes but have started to get inkling about parts. The range of changes and complexity of what problem is being tackled is pretty daunting to take in. I get the sense that your changes pick up where my original work on osg::ShaderComposition left off, coming much close to completing the journey. Right now my focus is getting OSG-3.4 out the door and given the changes are so extensive and the problem so complex I won't have time to look at integrating the changes. The general approach I took with osg::ShaderComposition is something I no longer feel provides a good tradeoff between functionality and ease of use, here I feel the tradeoff with #pragma(tic) shader composition is much better - you don't get all functionality of osg::ShaderComposition but it is far easier for the average developer to pick and use. Longer term I feel that features of the old osg::ShaderComposition would be best step by step integrated into a method that extends the #pragmat(tic) shader approach. If there are small modifications to the core OSG in svn/trunk that would help make it easier to add your own shader composition work ontop of the OSG-3.4 let me know. Things like making a method virtual, or adding an extra option etc. are things that would not be too intrusive and risky w.r.t the OSG-3.4 release. Cheers Robert.
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