ok .. I was in situation to start from this example and implement this methods in real world example. Did not work straightforward so I spent a day to figure it out why. I was thinking it might be useful for someone else in similar position ...
Nick http://www.linkedin.com/in/tnick On Fri, Jan 29, 2010 at 5:37 PM, Robert Osfield <[email protected]>wrote: > Hi Nick, > > I've just reviewed the changes and come away more confused about this > example. This example is meant to be about set up of pre rendering a > cubemap, not about shaders. Lot's of #if #else #endif blocks also > don't make an example clearer, they make it far harder to follow. > > As it it stands I don't feel these changes are a step forward for this > example, so I won't be merging them as is. > > Robert. > > On Wed, Jan 27, 2010 at 3:23 PM, Trajce Nikolov > <[email protected]> wrote: > > Hi Robert, > > attached is slighly modified and corrected example with multitexturing > with > > prerendered cubemaps. There was an issue with the uniforms that are cube > > samplers. also, it has the correct OpenGL coordinate system now. I think > it > > should replace the existing example. I spent one day to figure things for > > real application out of this example and believe some one else could > benefit > > from it > > Nick > > > > http://www.linkedin.com/in/tnick > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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