Thank you.

On Tue, Apr 3, 2018 at 2:28 AM, Robert Osfield <[email protected]>
wrote:

> 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-
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