Hi Robert,
I did try that and the final rendering was messed up. The shader uniform that
controls the color was changed in each view's cull traversal like so:
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
StateSet* ss = cv->getCurrentCamera()->getOrCreateStateSet();
Uniform* uColor = ss->getOrCreateUniform("u_colorStr", Uniform::FLOAT_VEC4);
And the colors so applied didn't affect the rendered geometry. I changed the
uniform's name from something common like "u_color" to something unique like
"u_colorStr" and the end result wasn't different.
Any ideas?
Cheers,
Anish
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50730#50730
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org