I looked at the code of StandardShadowMap.cpp and I think this object at line: 544 osg::Program has to be exposed to the interface as well. Robert, will You accept such a change, it is minor but will change the interface with one getProgram() method and will not brake anything. This case is good example of such a need when you for example wants to mix the shaders of the ShadowMap with your own
Nick On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Knowing the problem a bit I think the question is how to access the > osg::Program of the shader technique for binding vertex attributes like the > binormal and tangents arrays. > > Nick > > > On Mon, Apr 14, 2014 at 11:07 AM, Jaime <xatp...@hotmail.com> wrote: > >> Thanks kornerr. >> >> I was checking your code, but the problem is that I don't want deferred >> shading, because I need transparency too. >> >> I think I should use LightSpacePerspectiveShadowMap because there I can >> use setShadowVertex/FragementeShader. >> >> Nick helped me with his code (thanks again Nick!), but we need to pass >> the attributes (binormal and tangent) to the shader, and then it has to be >> used by osg Shadow Mapping. >> >> So, does anybody know how to pass attributes to this shaders?? >> >> Thanks a lot! >> >> ------------------ >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=58910#58910 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > trajce nikolov nick > -- trajce nikolov nick
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