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thmfrnk

OpenGL Change Effect Value while Shader is bounded

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Hey,

 

I'm wondered that it is not possible to change a Shader Value (SetValue) of an Effect which was already bound.. In OpenGL it is possible to update any Uniform Variable even the shader still enabled. I think in some reasons this could cause a lot of CPU load. In my example I have a Scene graph including some meshes and each mesh haves a couble of subs with different materials. So I need to load (begin) and disable the shader for each sub, because of changing material and matrix... Same for my lighting pipeline.

 

I'm right or doing something wrong ?

 

Cheers,

Thomas

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Call "effect->CommitChanges()" after you change shader constant.

 

for_each_mesh

    effect->SetValue(...)

    effect->SetValue(...)

    ...

    effec->CommitChanges();

    draw()

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