Hi Daniel,

On 20 March 2012 08:26, Daniel Schmid <[email protected]> wrote:
> I have a hard time understanding that the osgShadow implementations should
> support multitexturing when they never mix the colors oft he different
> texture units… Ok, I’m not yet that settled in glsl maybe there is some
> magic working behind, which I do not understand.
>
> I’m having a closer look right now into StandardShadowMap. There is only the
> base texture rendered (which I can define by setter method), plus the shadow
> texture. The other textures are ignored. When I want to use multiple texture
> layers, I ALWAYS have to write my own shaders. Is this correct ?

Since the fixed function pipeline can't do shadows natively you have
to write your own shaders.

I have plans to get shader composition for the OSG which would be able
to replace the fixed function pipeline with shaders, but it'll be a
while before I get the time to return to tackling this particular
task.  Once we have shader composition should be easier to support
dropping provided more flexible shadow support, but shader composition
is far from trivial, very much at the cutting edge of scene graphs.

Until then you'll need to write your own shaders, but this is pretty
standard practice these days, often developers will do everything with
shaders.

Robert.
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