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.
> >
>
>