Hi Adrian,

I think it should. This is just a quick test if a program attribute is enabled. 
I haven't found a best solution for that, hence implemented it in this way.

However I think the & operator is applied before == operator, which yields in 
the same operation as your first solution. It do just check if the ON attribute 
is present in the state attribute. However I agree, it is better to change 
that. I'll do this next.

Cheers,
art

 
> Is the code doing what we want?
> 
>     // now apply all uniforms which are in the database
>     for (osg::StateSet::UniformList::const_iterator it =
> mUniforms.begin();
> it != mUniforms.end(); it++)
>     {
>         if (it->second.second &
> osg::StateAttribute::ON ==
> osg::StateAttribute::ON)
>            
> lastAppliedProgram->apply(*(it->second.first));
>     }
> 
> we should use
> if (* ( it->second.second & osg::StateAttribute::ON
> )* ==
> osg::StateAttribute::ON)
> 
> or
> 
> if (it->second.second &* (osg::StateAttribute::ON ==
> osg::StateAttribute::ON)* )
> 
> or
> if (it->second.second *&&
> *osg::StateAttribute::ON ==
> osg::StateAttribute::ON )
> 
> 
> see @
> f:\dev\OpenSceneGraph\osgPPU\src\osgPPU\ShaderAttribute.cpp
> at line 363
> 
> 
> -- 
> ********************************************
> Adrian Egli
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


      
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