Melchior FRANZ wrote:
> * Curtis Olson -- Saturday 21 March 2009:
>> To me the idea of giving nasal efficient access to vec3 and vec4 types for
>> manipulating things like material properties, texture coordinates, lighting,
>> and positions seems like the strongest argument "for" this proposal.
> 
> And that's quite a weak reason! How often does Nasal manipulate a color?
Then you're admitting that impact on Nasal code is not an issue for this
proposed change?
> 
> (1) some aircraft when pressing a button/operating a control (b29, ch53, ...)
> 
> There's no (2), AFAIK. It's *very* rare. Same for vectors. Most is done
> via "material" animations, and even that is quite rare!
> 
> 
>...

> 
> 
> 
>> For the types that Tim proposes, they are almost always written as float
>> color[4] and accessed with color[0], color[1], color[2], color[3], or
>> pos[0], pos[1], pos[2], etc. in C and C++ when you are dealing with OpenGL.
>> Anyone who would represent an opengl color in C/C++ the way Melchior
>> suggests would have to convert it to a vec3/vec4 before actually using it.
> 
>  SGVec3 vec = readVec3(node);
As I've stated in other email, the function has to be more complicated
than that, with a function or helper object per vector type.
> 
> Problem solved! A few helper functions do the trick without crippling
> our whole property system. A vector element is a separate entity when
> we read it in, when we write it out, it even is one within SGVec3. Why
> on Earth should it not be one in the property tree? If some code wants
> to read *many* of them from the tree, then chances are that the code is
> broken, not the property tree.
> 

Tim

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