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BAD design of TextureAttribute


 
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 471
Location: France

PostPosted: Fri Mar 30, 2018 11:01 pm    Post subject:
BAD design of TextureAttribute
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Hi,
Searching for the bug once again i found that there were changes in Texture base class....I will dig what was the purpose of this new design but i suspect its use is to conform with the pragma pipeline.
At first glance, making tu member of TextureAttribute is really a bad design but perhaps there a reason...
What's sure is that is no reliable to be use outside of the pipeline conformance path: so
getMember {return _activetu} should really be removed!!

Further, I can't see a usecase whare TextureAttributes in the same ss share a common texture unit :~ so member of textures should stay 0


Thank you!

Cheers,
Julien
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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 471
Location: France

PostPosted: Fri Mar 30, 2018 11:29 pm    Post subject:
Re: BAD design of TextureAttribute
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Sorry I forgot texgen et al...so mea culpa i can't say there no use case of tu sharing
so I can't say getmember should be 0....mmh there's a strange design issue there:
getMemberType must be a unique key in ss per tu attrmap but getmember is stateset dependent....

Will think about it...

mp3butcher wrote:
Hi,
Searching for the bug once again i found that there were changes in Texture base class....I will dig what was the purpose of this new design but i suspect its use is to conform with the pragma pipeline.
At first glance, making tu member of TextureAttribute is really a bad design but perhaps there a reason...
What's sure is that is no reliable to be use outside of the pipeline conformance path: so
getMember {return _activetu} should really be removed!!

Further, I can't see a usecase whare TextureAttributes in the same ss share a common texture unit :~ so member of textures should stay 0


Thank you!

Cheers,
Julien
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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 471
Location: France

PostPosted: Fri Mar 30, 2018 11:39 pm    Post subject:
Re: BAD design of TextureAttribute
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Sorry all it's late and i began to fail

I rethink again and in fact I'm right, no meaculpa dude Smile
Setting member of textureattribute to zero don't bother tu sharing as type do the trick in that particular case.

Goodnight

mp3butcher wrote:
Sorry I forgot texgen et al...so mea culpa i can't say there no use case of tu sharing
so I can't say getmember should be 0....mmh there's a strange design issue there:
getMemberType must be a unique key in ss per tu attrmap but getmember is stateset dependent....

Will think about it...

mp3butcher wrote:
Hi,
Searching for the bug once again i found that there were changes in Texture base class....I will dig what was the purpose of this new design but i suspect its use is to conform with the pragma pipeline.
At first glance, making tu member of TextureAttribute is really a bad design but perhaps there a reason...
What's sure is that is no reliable to be use outside of the pipeline conformance path: so
getMember {return _activetu} should really be removed!!

Further, I can't see a usecase whare TextureAttributes in the same ss share a common texture unit :~ so member of textures should stay 0


Thank you!

Cheers,
Julien
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12094

PostPosted: Sat Mar 31, 2018 9:25 am    Post subject:
BAD design of TextureAttribute
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It's really hard to take you seriously when you just head into a
thread with such an obnoxious attitude.

If you don't understand something ask a polite question, don't dive in
making conclusions about stuff you don't understand yet, let alone be
just plain abrasive and rude about it.

There may well be bugs in the shader_pipeline work that is now merged
with master, these I'm happy to look into a resolve, though, right now
my focus is getting 3.6.0 out the door, that is the single most
important thing that will happen in the OSG community in the first
half of this year.

Once 3.6.0 is out my focus will return to master, and completing the
fixed function -> shader pipeline work that started with
shader_pipeline.

For your own work, please just use the 3.6 branch as base if you are
having problems with master. Once 3.6.0 is out if you still have
problems when using master I can look into and have to explain the
various design choices that I have made.

Robert.


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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 471
Location: France

PostPosted: Sat Mar 31, 2018 2:30 pm    Post subject:
Re: BAD design of TextureAttribute
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Hi all
Please apologize my tone ,
You don't have to experience my autofrustration.
I have a cascade of issues with my "cascaded osgstuffing" and merging with upstream was really a bad idea...
Will try to be more self-contained in my comment

Nevertheless, I think you're all understanding why I react to this strange design change...perhaps too roughly as I didn't even test the branch before its merging (i'm lazy), but admit this design rises controversal

Have a good weekend

robertosfield wrote:
It's really hard to take you seriously when you just head into a
thread with such an obnoxious attitude.

If you don't understand something ask a polite question, don't dive in
making conclusions about stuff you don't understand yet, let alone be
just plain abrasive and rude about it.

There may well be bugs in the shader_pipeline work that is now merged
with master, these I'm happy to look into a resolve, though, right now
my focus is getting 3.6.0 out the door, that is the single most
important thing that will happen in the OSG community in the first
half of this year.

Once 3.6.0 is out my focus will return to master, and completing the
fixed function -> shader pipeline work that started with
shader_pipeline.

For your own work, please just use the 3.6 branch as base if you are
having problems with master. Once 3.6.0 is out if you still have
problems when using master I can look into and have to explain the
various design choices that I have made.

Robert.


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