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Use bit shift offsets to categorize Effects(maybe others) by adding the binary value to ID.

As well as Materials I want to divide up the shading effects into separate functions and procedures.

And use the results in an commutative procedures which can influence what procedures todo next.

In glsl I thought it could be something like this.

MatID = 4
EffectID SpecularDiffuse =MatID + 128 + 256;

MatID = 9
EffectID Flat = MatID;

-----GLSL------

Vec3 OutColor;

main{
Matrix Materials;

GetMaterials(Materials, Matid)

Vec3 Diffuse;
Vec3 Bump;
GetArrayTextures(UV,Materials[location],Materials[layer], Diffuse, Bump)

uint CurrentEffectLevel = EffectID;

while(CurrentEffectLevel != 0)
{
switch(CurrentEffectLevel )

case: < 256
{

Color = CalculateSpecular(Vec3 Diffuse,Vec3 Bump)
CurrentEffectLevel =- 256;
}
case: < 128
{

Color = max(CalculateSpecular(Vec3 Diffuse,Vec3 Bump), Color)
CurrentEffectLevel =- 128;
}
case: < 32
{

Color = max(Something(Vec3 Diffuse,Vec3 Bump), Color)
//skip diffuse
CurrentEffectLevel = 0;
}
//we wont have an endless stream of procedures.
case: < 16
{

color = Diffuse

}

}

Return Color;

}

Effect:

Thousand of pointlight being released from dodecha hedron.

Find out why in release using vc++ 2015 m3dTransformVector4 allways gives a "-nan"

//Task find out why this function does not work in release with visual studio c++ compiler2015
//the first value in the array allways returns "-nan" here I recreated the functionality withouyt using m3dTransformVector4;
//m3dTransformVector4(targetPos, &eyeAbsInv[0], &targetTran[0]);

the product targetPost allways returns a "-nan" at targetPos[0]

To solve this i simply recreted the functionality withing targetnode, and it works but its still a mystery.

the rest of the product[2],[3] was correct.

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