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/
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