Hi Mike, Thanks for the info! It's at least good to know there's not some better way I should be going about it :)
Does anyone know why my uniform might not be getting the right value from the OSG framework? Is this something that was likely fixed in a later version (I'm using 1.2)? -Nathan -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Tuesday, April 01, 2008 11:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Uniforms and state sorting Hi Nathan, > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Monteleone, Nathan > Sent: Tuesday, April 01, 2008 10:04 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Uniforms and state sorting ... > I'd think the uniform state would be independent of the GL_TEXTURE_2D > mode. In fact the whole reason I have that Texture2DEnabled uniform is > so that my shader can tell whether or not there's any texture. AFAIK > you can't examine the fixed pipe enable states from GLSL. Someone > please clue me in if the > way I'm doing this is idiotic. > > -Nathan You are correct: glEnable state is completely separate from GLSL shaders, and that Boolean enable state is not exposed as GLSL builtin uniform; you must provide your own uniform to communicate the enable if you so wish. cheers -- mew _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

