Hi All, May be my former question not much understandable. I want to try express my problem again. I have a 3D model which is created by Blender. As you guess, model has to many texture on it. After I export my model in standard model type(3ds or what else), I want to make per pixel shading on my model.
My question do I have to define all my texture in fragment shader as "uniform sampler2D xxx" and bind this uniform in my related osg::Program one by one to shade my model per pixel lightening? How can I reach related pixel's texture value in fragment shader if I doesn't use sampler2D? For example, now I can access to related pixel's texture value by; uniform sampler2D diffuseTexture; vec4 texture = texture2D(diffuseTexture,gl_TexCoord[0].st); But if I doesn't define my sampler2D to related texture how can I access? Thanks in advance. Regards. Ümit Uzun 2009/10/30 Ümit Uzun <umituzu...@gmail.com> > Hi Folks, > > I am using PerPixel lighting on my some model which has created with > Blender. My model has lots of textures on it. And my question is, do I have > to send all textures in uniform variable to shader? That makes all think to > complex, doesn't that? I have try to send only one texture to shader and saw > that it can texture all of texture on my model instead of only send one. > > Then I realize that declared "uniform sampler2 sampleTexture" definition > doesn't hold the related texture file. It only hold texture unit, I mean 0,1 > or 7. My question is what is the standart shadering operation when we have > canned model? Should we send texture's to shader or what else? And sending > texture is meaningless, because if we have ive or another texture integrated > model what should we do this time? We haven't related texture separately? > This time what should we send? > > Thanks in advance. > Regards. > > Ümit Uzun >
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