Just want to throw in a short hint. 3DLabs cards support much more than 
8 active lights in hardware. If I remember right, there are 16 or maybe 
32 hardware accelerated lights. Don't know if it is a good idea to add 
so much uniforms to *every* shader. Does anybody know if this is 
critical in terms of speed ?

Regards

Matthias

PS: Will check the exact number tomorrow

On Thursday 30 June 2005 19:04, Terry Welsh wrote:
> Another thing that might help with the whole speed vs. flexibility
> issue is to allow the linking of many shader objects.  I believe the
> SHL framework currently allows one vertex shader and one fragment
> shader.  But if more could be linked together, then it would be
> possible to spend less time compiling and just link together the
> correct already-compiled objects.  Or maybe an object that only
> handles lighting could be recompiled and linked without having to
> recompile the rest of the shader.
>
> Anyway, has there been any more progress with OSGActiveLightsMask?
> Since bitwise operators aren't available in GLSL I was thinking of
> trying to add the following bools to the SHL framework:
> OSGLight0Active
> OSGLight1Active
> OSGLight2Active
> OSGLight3Active
> OSGLight4Active
> OSGLight5Active
> OSGLight6Active
> OSGLight7Active
>
> This is the best solution I can think of for detecting which lights
> to use at runtime.  Comments and suggestions are welcome.


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