Regarding to compiling/linking, note that not all drivers support
separate compilation and linking. Esp. some versions of nvidia drivers
on windows (may also be the current) do not compile anything until
linking, and then it is done by simply concatenating all sources into
one file.
Anyway, if this is added, I think there should be some way of specifying
whether or not it should be active. (Esp. if we start supporting more
lights as indicated in another followup.)
/Marcus
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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