On 4.9.2013 15:39, Robert Osfield wrote:
Hi Robert,

When implementing the osg::ShaderComposer functionality I had in mind that
ability to have a custom StateAttribute/ShaderAttribute::apply() compute
the view dependent uniform state and apply this to the osg::State.  The
apply() method would get the modelview matrix from the osg::State and apply
this to the local uniform before passing it on to osg::State.


Might this work for you?

No, I don't think so. I'm basically trying to implement a special uniform or maybe custom shader attribute, having a global scope, but to be set localy at the node or stateset. Special uniform would then be multiplied with a local modelview matrix and applied to all programs. This is analogus to position state handling already implemented for FFP (LightSource/Light for example).

Best Regards
Robert Milharcic


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