Hi Robert M, et. al, I understand the motivation the proposal but it does look like it'll complicate the parsing significantly so am inclined to suggest we look at the problem at look for easier ways to implement it.
In terms of code bloat in shaders, the #pragma(tic) shader composition ensures that the final code passed the OpenGL will have all the unimplemented paths removed so performance won't be an issue. For developers code bloat in shaders is an potential issue, one thing you do to help would be to wrap up all the lighting calls into a small set of functions that are called from the main, these functions are implemented in separate shaders that handle all the different code paths so at least the complexity is kept in one place and can be reused easily. A second possibility would be to have developers auto generate shaders so avoid creating bloated shaders directly. A third approach might be to have the ability to provide a custom parser to the OSG so that it can handle custom syntax that developers feel suits their needs better than the default set of features provided by the core #pragma(tic) shader composition. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org