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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

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