Hi gang,
I've got a setup where I have an osg::Program attached near the top of my
scene graph to do lighting effects. It works great, except that
LightPointNodes don't show up when it's active.
I tried intercepting the LightPointNodes in the graph inside a cull
visitor, and disabling the shader on it - roughly like this:
osg::ref_ptr<osg::StateSet> ss = lightPointNode.getStateSet();
if (ss && ss.valid()) {
ss->setAttributeAndModes(myProgram.get(), osg::StateAttribute::OFF);
}
But, this seems to have no effect (I checked - the call to
setAttributeAndModes is being reached). Looking at the
osgSim::LightPointNode source, it looks like it's doing tricks with a
singleton state set shared amongst them all, its own render bin, and
manipulating its own state set graph. I don't know if that's wiping out my
state somehow, or if I'm just Doing It Wrong.
Has anyone else ever encountered trouble using shaders in conjuction with
LightPointNodes? Any advice if so?
Thanks!
Frank
Frank Kane
Founder
Sundog Software, LLC
http://www.sundog-soft.com/
http://www.linkedin.com/pub/frank-kane/17/434/764
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