Hi Robert,
maybe this one has gone below your radar. Can you please check on it?
I've developed this a bit more and found out that I had to provide my
own compare function to get rid of the additional program being constructed.
If there are no objections from your side I'd like to prepare a submission.
cheers
Sebastian
Hi Robert,
I've done my best to follow your instructions. See attached changes
vs. trunk.
The shadercomposition example still works as expected.
Comparing the outputs however, an additional program is build, and I'm
quite clueless, if my refactoring is correct (see attached outputs)
I'd appreciate some advices here.
Hi Sebastian,
On 27 November 2013 11:26, Sebastian Messerschmidt
<sebastian.messerschm...@gmx.de
<mailto:sebastian.messerschm...@gmx.de>> wrote:
Okay I can try to refactor it, but I'm not 100% sure if I got you
right. Would the caching attribute (last_applied_shadercomponent)
still be used then?
I'm thinking last_applied_shadercomponent would be redundent and
could be removed.
Also do you mean by "get the last applied StateAttribute's from
the AttributeStack" to use the last_applied_attribute member?
Yes, use last_applied_attribute instead
of last_applied_shadercomponent. The code associated with the later
could be completely removed from osg::State so would simply it a little.
Simplifying code and providing greater extensibility sounds like a
good design change to me :-)
Robert.
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