I am using SFML for 2D-drawing and easy texture/shader-management in pretty much all of my projects that need it, and yesterday I came across the limitations of the sf::Shader::setParameter-implementations: It is VERY 2d-oriented (like much else in SFML), but a general Shader-class shouldnt really be 2d-oriented imho.
Anyway I added an implementation that can take a/several 4x-matrices as an argument (you need this for any proper 3d-application really). find it here:
http://pastebin.com/05h9Y0afAlso I understand if you want to keep the library 2d-oriented, and I get if you REALLY dont want to create sf::Transforms etc that is 3d-oriented, but I would really appreciate if you loosened up on a few things to make it easier for us who is not strictly 2D to use SFML to its full potential. (I use both shaders and rendetextures a _LOT_ and it makes my life way easier by not having to fiddle around with FBO's etc and try to combine them with SFML's awesome 2d-drawing).
It would also make me able to release my software and not having to link statically or include my custom sfml-versions.
Thanks