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
Hi Ümit,
I am using PerPixel lighting on my some model which has created with
Blender. My model has lots of textures on it.
Do you mean that it has lots of textures to be applied to the same
primitives (i.e. it needs lots of texture units) or just that it uses
lots of texture *files* but
Hi Ümit,
How can I reach
related pixel's texture value in fragment shader if I doesn't use
sampler2D?
I don't understand why you would *not* use sampler2D? You always need a
sampler to sample the texture in a shader.
But if I doesn't define my sampler2D to related texture how can I
Hi JS,
Thanks so much for your detailed explanations. I get your thinking. I have
known same think but I didn't sure very well.
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my main
application, I can
Hi Ümit,
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my
main application, I can sample my texture from my shader in Unit 0. Do
you think it is weird or not?
You are relying on the value being set
Hi JS,
I will declare osg::Uniform on root node's stateset as you said.
Thanks so much.
Regards.
Ümit Uzun
2009/10/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Ümit,
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I
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