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
> >
> >
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