We have a system that loads GLSL and ARB_fragement/vertex shaders with no need to add or alter the shader code from spec. Why would we add code to change that?
In GEM you can set the samplers' texture units on the fly in the patch which follows the design of Pd. Your suggestion makes that less flexible.
On 8/16/07, Wesley Smith wesley.hoke@gmail.com wrote:
I'm curious why you say this. From my point of view, wrapping the shader in XML allows for something that reads it to easily link together vertex, geometry, and fragment shader and set both program parameters as well as uniform parameters with default values in addition to autmatically defining what messages the shader can receive. It's very similar to the cgFX files in this sense but without the GUI descriptions or other things you can do with those files. Among other things, it make multitexturing in shaders painless because you can assign in the file what units go to what samplers. For a usability standpoint, I see great benefits to wrapping the raw shader code in extra information, so I'd be curious what you see as the design flaws with such a system.
wes
On 8/16/07, chris clepper cgclepper@gmail.com wrote:
I mean anything other than GLSL spec code. That includes XML.
On 8/16/07, Wesley Smith wesley.hoke@gmail.com wrote:
By wrapper code do you mean XML or do you mean scripting languages?
wes
On 8/16/07, chris clepper < cgclepper@gmail.com> wrote:
Just a quick note on GLSL and GEM: only GLSL spec shaders can be
used
with
GEM, no wrapper code or hacks will ever be supported. Frankly, the
apps
that use these things have design flaws.