Hello.
Is it possible to retrieve the normal map using osgPPU ?
I have used the following shaders and a blue screen appears.
Vert
-----------
varying vec3 normal;
void main(void){
gl_Position = ftransform();
normal = gl_NormalMatrix * gl_Normal;
}
Frag
-----------
varying vec3 normal;
void main(){
gl_FragColor = vec4(normal,1);
}
I guess the blue color means that the normal.z is always 1.
In some examples in osgPPU solution, i have noticed that vertex shaders are
used.
Which vertices are passed through these shaders ? All of the scene's
vertices or just the ones that are visible ?
Thank you.
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