Hi.
First, I'm all for new #pragma(tic) approach, because I use uniforms for
the same reason currently.Thanks for an easier way to do the same thing!
Second, I'd like to clarify that I understand it correctly: #pragma is OSG
specific and thus works with OpenGL2, right?
Thanks.

2015-03-05 18:39 GMT+07:00 Robert Osfield <[email protected]>:

> 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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>
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