Here's a patch that should make Sler much more portable for everyone. I removed all the hard-coded paths, and did things like appending to the existing shader search paths, etc.
1.) Are you sure that forward slashed work for 3Delight on Win32?
2.) I've decided that searchpath in RIB templates of Sler shouldn't include default path of a renderer because its own shaders may override shaders you are making in Sler. This is simpler than observing overridre existing shader your new shader or not. Sler for making new shaders not for final rendering =) And I think that searchpaths must be replaced with "$(SHADERS_DIR):$(TEMP_DIR)" and not with "$(SHADERS_DIR):$(TEMP_DIR):&" you suggest.
Comments? =)
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> 1.) Are you sure that forward slashed work for 3Delight on Win32?
Yes, I use win32 primarily.
> 2.) I've decided that searchpath in RIB templates of Sler shouldn't
include default path of a renderer because its own shaders may override
shaders you are making in Sler. This is simpler than observing overridre
existing shader your new shader or not. Sler for making new shaders not for
final rendering =) And I think that searchpaths must be replaced with
"$(SHADERS_DIR):$(TEMP_DIR)" and not with "$(SHADERS_DIR):$(TEMP_DIR):&"
you suggest.
As the "&" character is last, it will use the renderer's shader path after all the user paths have been searched, so there will not be such a problem of it finding the wrong shaders.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
> Even if & is a last, default shaders may be used instead when compilation
will fail.
In that case, omit the `&' and provide all required shaders with the Sler distribution. The only reason I added it was because I saw you had a hardcoded path to your 3Delight installation. If standard shaders (what about spotlight, etc?) are unnecessary, make sure you provide all that is needed, and we can completely avoid the need for `&'.
That seems reasonable to me.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The patch
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1.) Are you sure that forward slashed work for 3Delight on Win32?
2.) I've decided that searchpath in RIB templates of Sler shouldn't include default path of a renderer because its own shaders may override shaders you are making in Sler. This is simpler than observing overridre existing shader your new shader or not. Sler for making new shaders not for final rendering =) And I think that searchpaths must be replaced with "$(SHADERS_DIR):$(TEMP_DIR)" and not with "$(SHADERS_DIR):$(TEMP_DIR):&" you suggest.
Comments? =)
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> 1.) Are you sure that forward slashed work for 3Delight on Win32?
Yes, I use win32 primarily.
> 2.) I've decided that searchpath in RIB templates of Sler shouldn't
include default path of a renderer because its own shaders may override
shaders you are making in Sler. This is simpler than observing overridre
existing shader your new shader or not. Sler for making new shaders not for
final rendering =) And I think that searchpaths must be replaced with
"$(SHADERS_DIR):$(TEMP_DIR)" and not with "$(SHADERS_DIR):$(TEMP_DIR):&"
you suggest.
As the "&" character is last, it will use the renderer's shader path after all the user paths have been searched, so there will not be such a problem of it finding the wrong shaders.
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Even if & is a last, default shaders may be used instead when compilation will fail.
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> Even if & is a last, default shaders may be used instead when compilation
will fail.
In that case, omit the `&' and provide all required shaders with the Sler distribution. The only reason I added it was because I saw you had a hardcoded path to your 3Delight installation. If standard shaders (what about spotlight, etc?) are unnecessary, make sure you provide all that is needed, and we can completely avoid the need for `&'.
That seems reasonable to me.
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I've already done this. See in CVS.