Ulrich,

I believe what you say would work (I have not used shaders with osg at all) - 
after searching a bit I was unable to find any good examples - how difficult is 
that to implement?

Any help would be appreciated here as well :-)

Thanks,
Alden


Ulrich Hertlein wrote:
> On 8/12/10 11:35 , Alden Peterson wrote:
> 
> > However this results in only one lighting condition being applied to the 
> > entire
> > square/ground.  I would like to allow lighting to be variable across the 
> > surface - ie
> > if I have a spotlight on the surface, the entire ground will light up in 
> > the same color
> > instead of having a gradient across it (as if the ground was subdivided 
> > into many
> > polygons with their own lighting calculations).
> > 
> 
> Do your constraints allow the use of fragment shaders for per-pixel lighting? 
>  It's much
> more efficient than creating highly tesselated geometry just to achieve 
> smooth lighting.
> 
> /ulrich


------------------
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http://forum.openscenegraph.org/viewtopic.php?p=34641#34641





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