I would like to build a generic fragment shader that can handle up to 4 texture 
units, instead of building fragment shaders for each number of used texture 
units.
Is there a way to figure out in my fragment shader if a texture unit is used or 
not ? When a uniform sampler contains no valid texture, it seems that its 
values are 0. And by fragment code like

                vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy );
                color *= texture2D( baseTexture2, gl_TexCoord[1].xy );
                color *= texture2D( baseTexture3, gl_TexCoord[2].xy );
               color *= texture2D( baseTexture4, gl_TexCoord[3].xy );

the fragments get black as soon as a uniform sampler is not bound to a 
texture...

Von: [email protected] 
[mailto:[email protected]] Im Auftrag von Sergey 
Polischuk
Gesendet: Dienstag, 20. März 2012 16:50
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture sampler uniforms

Hi

you need to manually create them and add to statesets. If you'll save model 
after that - they will be saved correctly and will be there on model load.

20.03.2012, 17:15, "Daniel Schmid" 
<[email protected]<mailto:[email protected]>>:

Hi there

I was searching osg to find out what happens with textures when a model node is 
loaded from file (for example openflight *.flt model). Does osg automatically 
create uniforms samplers for shaders to access the textures? Do these uniforms 
have specific names ? or do I have to manually create and bind uniforms for the 
textures ?



Regards

Daniel



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