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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34641#34641 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

