nice reading ... :) .. I agree about the DirectX part .. Let start talking to Robert to make OSG DirectX compatible :) -Nick
On Fri, Sep 3, 2010 at 7:29 PM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > Hi Wojtek, > > > I think that breaking gl_LightSource usage in fragment shaders is >> actually a major problem. On this forum there are three of us who >> admitted it affected them. Probably few more did not mention it. How >> many OpenGL developers outside OSG community do pixel lighting ? I bet >> there thousands if not tens of thousands who were or can be affected in >> the future. >> > > I agree, and in fact in my case the error happened in a vertex shader when > doing a loop over light sources to do per-vertex lighting, so it's not just > limited to per-pixel lighting shaders. I bet any code that loops over > gl_LightSource[] in any shader will cause this error. > > I also agree with your other points. Hopefully soon OSG will allow us to > choose which path we use, OpenGL 2.x or OpenGL 3.x+/4.x, and will help ease > our transition. > > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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