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 > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
