Hi Hartwig,

I'm afraid I need to concentrate on release work right now so can't
get involved in general discussions.

Robert.

On 3 April 2018 at 09:57, Ralf Habacker <[email protected]> wrote:
> Am 03.04.2018 um 10:39 schrieb Robert Osfield:
> Hi Robert,
>>
>> I can't see how you can reuse shaders that are from applications that
>> do their own shader preprocessing.  The @ usage in question isn't
>> supported by GLSL or the OSG, and given both the OSG and GLSL support
>> #define's and there usage this is how those OpenMW probably should
>> have been written, especially given how the OSG's #pragma(tic) shader
>> composition system provide inserting of variables automatically for
>> you without an application special preprocessing.
>>
> Then let me ask in a different way:
> The obj plugin specifies texture in a predefined or custom order, which
> need to be propagated to shader code
>
> In recent implementation of shadergen_vert.cpp there is
>
> #if defined(GL_TEXTURE_2D)
>    gl_TexCoord[0] = gl_MultiTexCoord0;
> #endif
>
> which is used later in the related fragment shader as
>
> #if defined(GL_TEXTURE_2D)
>    color = color * texture2D(diffuseMap, gl_TexCoord[0].st);
> #endif
>
> If I specify a different texture unit the vertex shader need to use a
> different gl_MultiTexCoord... variable e.g. the macro diffuseMap points
> to the related unit this would be
>
> #if defined(GL_TEXTURE_2D)
>    gl_TexCoord[diffuseMap] = gl_MultiTexCoord <concat> diffuseMap;
> #endif
>
> and in the related fragment shader
>
> #if defined(GL_TEXTURE_2D)
>    color = color * texture2D(diffuseMap, gl_TexCoord[diffuseMap].st);
> #endif
>
> How to solve this ?
>
> Ralf
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