Hi.
Currently I have a forward pass fragment shader (
https://github.com/OGStudio/editor/blob/master/pipeline/pass1.frag ) with
uniforms "useNormalMap", "useGlowMap" which define if certain draw buffers
should be filled with bumps and glows.
I provide those uniforms with NODE->getOrCreateStateSet()->addUniform(), it
works perfectly fine.

I also have a deferred pass fragment shader (
https://github.com/OGStudio/editor/blob/master/pipeline/pass2.frag ) with
uniforms that I provide with PASS->getOrCreateStateSet()->addUniform(), it
works perfectly fine.

Now I tried to provide a new uniform to the deferred pass fragment shader
with NODE->getOrCreateStateSet()->addUniform(), and it does not work. Only
PASS approach works for the deferred pass fragment shader.
Is it possible to pass uniform value from the NODE's StateSet to the
deferred pass fragment shader? Am I missing something?
Thanks.
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