"What do HUDs have to do with this?" The fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord shaders listed at the top of the cpp with the other two shaders....
W -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Monday, November 09, 2009 12:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgShadow question Hi Wyatt, > Which shader is the basic shader, fragmentShaderSource_noBaseTexture or > fragmentShaderSource_withBaseTexture? Depends on whether your object has a texture or not. Although now, since texture lookups are so cheap these days, I would suggest you save yourself some aggravation and just apply a white 1x1 texture to the top of your scene graph (which will thus apply to all untextured objects but won't change anything in their appearance) and use only one shader, the withBaseTexture one. See the code for osgShadow::ShadowMap for an example of such a texture set up. > I assume it isnt one for HUD. Hope this helps, J-S -- ______________________________________________________ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org