Hi Peter, To have different shaders on different components of your model you simply assign different StateSet, each with it's own osg::Program, to each branch that you want to inherit that shader. The same rules apply to osg::Program and osg::Uniform as for all other OpenGL modes and state attributes that the OSG maps using osg::StateSet.
Robert. On Mon, Jun 7, 2010 at 12:00 AM, Peter Bear <[email protected]> wrote: > Hi, I was wondering how models have shaders applied in OSG. Yes I know > normally a 3d modeler would know this, but I'm a programmer, not a modeler. > More specifically I am wondering how shaders are applied to certain parts of > models. An example of this would be applying a shader to say, the metal part > of a seat, and another shader to say, the fabric/leather part of a seat. This > is something which I'm not sure if it directly applies to the programming end > of making an application, and I would really just like to know how it's done > in general with OSG. > > Thanks, > Peter > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=28619#28619 > > > > > > _______________________________________________ > 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

