Thanks for the feedback, and also congratualtions on your recent workPhilipLB wrote:When writing the triplanar texturing SRS, the hardest part was actually to debug syntax errors in the CG code. The RTSS just asserts with something very general ("could not create render state" or so). So I put breakpoints all over the RTSS to find the origin and then found out that it was actually a syntax error causing this. And syntax errors can not only occure in the actual shader file, but also with wrong usage of the (Uniform)ParameterPtr.

The most recent discussion can be found here; http://ogre3d.org/forums/viewtopic.php?f=4&t=69507. Its a bit of a lengthy read and does have links to some older posts, but it should be an interesting read for anyone heavily involved in the RTSS.spacegaier wrote:could you post a link to the mentioned discussion you and Mattan started
Further to points pointed out in those posts, I have more recently had an urge to experiment with deferred shading techniques, and as a result i want to make the render states more flexible (NB not SRS). At the moment, when you create a RTSS render state it always emulates FFP. However I would like to create one that can create a G-Buffer & L-Buffer, but make it so it can be very configurable, and therefore easier to play with different Deferred ideas.
