don't modify GLSL

What it says on the tin: a place to discuss proposed new features.
Post Reply
cyrfer
Orc
Posts: 424
Joined: Wed Aug 01, 2007 8:13 pm
Location: Venice, CA, USA

don't modify GLSL

Post by cyrfer » Wed Jul 07, 2010 6:33 pm

Hi,
The fact that OGRE is modifying my GLSL after loading it is not intuitive. What is the motivation to do this anyway? I am voting for this feature to be removed. Please see this post. Thanks.
0 x

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
Contact:

Re: don't modify GLSL

Post by jacmoe » Thu Jul 08, 2010 12:06 am

Why not continue the existing topic?
This is kind of fragmented..
0 x
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

cyrfer
Orc
Posts: 424
Joined: Wed Aug 01, 2007 8:13 pm
Location: Venice, CA, USA

Re: don't modify GLSL

Post by cyrfer » Thu Jul 08, 2010 1:13 am

I don't think it makes sense to 'preprocess' the shader, and it is especially bad practice to modify the shader. That is the point of this feature request.

The other thread has identified that this may be happening due to some kind of bug in the OGRE preprocess-ing. Hopefully that can be resolved.
0 x

User avatar
masterfalcon
OGRE Team Member
OGRE Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
Contact:

Re: don't modify GLSL

Post by masterfalcon » Thu Jul 08, 2010 1:54 am

Yes, actually I think the problem is that you've been mistakenly thinking of what is possibly a bug as a feature. In fact, preprocessing is a good thing. It's necessary to let you to pass preprocessor defines in a material script.

Let's keep the conversation in the already established thread and let this one end here.
0 x

Post Reply