Hello all,
i try to do Multipassshading in OSG v1.2.
I have written my own shader class in the class I use the osg::shader
for shading. At the time my shading code looks like that:
Shader::Shader(void) {
//creating program
program = new osg::Program;
//creating shader
vertShader = new osg::Shader(osg::Shader::VERTEX);
fragShader = new osg::Shader(osg::Shader::FRAGMENT);
}
Shader::~Shader(void) {
}
void Shader::apply(osg::StateSet& state) {
state.setAttributeAndModes(program, osg::StateAttribute::ON);
vertShader->loadShaderSourceFromFile("shaders/Fixed_Functionality.vert");
fragShader->loadShaderSourceFromFile("shaders/Fixed_Functionality.frag");
program->addShader(vertShader);
program->addShader(fragShader);
//parameterize the shader with video texture (0 by default)
state.addUniform(new osg::Uniform("texture", 0));
posXUniform = new osg::Uniform("posX", (float)0.0);
posYUniform = new osg::Uniform("posY", (float)0.0);
intensityUniform = new osg::Uniform("intensity", (float)1.0);
radiusUniform = new osg::Uniform("radius", (float)0.2);
state.addUniform(posXUniform);
state.addUniform(posYUniform);
state.addUniform(intensityUniform);
state.addUniform(radiusUniform)
}
That works well.
Now i try to add an secend shading pass. I have read a lot over
rendering to texture (RTT) in OSG in the mailinglist. So I tryed to
find the examples or something in the OSG documentation.But without
luke.
Hope someone can tell me were I find the documentation for
Multipassshading in OSG or an example or maybe how it works.
Thangs,
Swen
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org