On Tue, 2007-05-08 at 00:03 +0400, Vladimir Shabanov wrote:
> 2007/5/7, Jan Ciger <[EMAIL PROTECTED]>:
> > Vladimir Shabanov wrote:
> > > * unix tool `sed' for converting *.glsl into shaders/*.h files (It
> > > would be good if this step will be configurable, i.e. end users use
> > > generated shaders/*.h files, while developers have an option to
> > > regenerate them when source .glsl is changed (as it is in current
> > > makefile)).
> >
> > I think that an even better option would be to simply load the shaders
> > on the fly from the text file. Why do they need to be hard-compiled into
> > the code? I think that the sed dependency and the associated messy
> > scripting more than outweigh any benefit this could have.
> 
> I think that external files are more maintenance pain that hard-coded
> shaders. It's simpler to have one library than the library + 2 shader
> files with obscure location. Also current two shader files are really
> many more shader files since conditional compilation is used (look at
> those "#ifdef"s). Current approach with using `sed' simplifies
> creating different shaders depending on material parameters. When
> using external files I must do conditional compilation by hand (not
> sure that OpenGL allows to define preprocessor defines). So I think
> that using generated files plus option to regenerate them for
> developers would be better solution.

I can't say I agree with this at all. If you must, have a directory
layout of shaders in an archive of some such and load them from there...
you could even build a shader buffer internally based on various
criteria during runtime. Integrating sed w/ source, however, and then
trying to modularize that code as a useful, reusable library just
doesn't fit with my personal opinion of what OSG is now and will
hopefully continue to be. Something about it just "feels" wrong...

Then again, I'm a small fish in a big ocean, and my opinion means very
little. :) It's great to see activity, at any rate... :)

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