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. ------------------------------------------------------- SF.Net email is sponsored by: Discover Easy Linux Migration Strategies from IBM. Find simple to follow Roadmaps, straightforward articles, informative Webcasts and more! Get everything you need to get up to speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
