-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Jeremy L. Moles wrote: > I can't say I agree with this at all. If you must, have a directory > layout of shaders in an archive of some such and load them from there... > you could even build a shader buffer internally based on various > criteria during runtime. Integrating sed w/ source, however, and then > trying to modularize that code as a useful, reusable library just > doesn't fit with my personal opinion of what OSG is now and will > hopefully continue to be. Something about it just "feels" wrong...
I agree with this - not only the sed dependency is something hard to meet for non-Unix developers (even though I am a Linux dev myself) but sed + conditional compilation? Why not just load the appropriate shader when needed? Why this works for games such as Oblivion and shouldn't work for a (comparably) tiny library? The argument with the external files being pain doesn't hold water for me - if you are using osgCal, you are by definition using Cal3D models which contain quite a few more data files (skeletons, meshes, animations, config files, etc.). Why this doesn't work for shaders? Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGP5Nrn11XseNj94gRAj0rAJ9lV9wrO3Jm6qGB5xnhrr6BBf0nLgCfZd9S vfgRB/p0kraqZZNYt202hrM= =mj0u -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/