Hi Patrik,
Hi Sebastian,
The baseColor is applied to the sphere, so I can see my shader is in
use. No differences when using osgShadow or not.
Yes because it is the first texture unit. Fixed function pipeline and
osgShadow will handle it. Please follwo my advice and change the output
of the fragment shader to
gl_FragColor = vec4(1,0,0,1) or gl_FragData[0] = vec4(1,0,0,1)
to see if it is _really_ your shader.
cheers
Sebastian
Cheers
Patrik
On Tue, May 13, 2014 at 10:03 AM, Sebastian Messerschmidt
<[email protected]
<mailto:[email protected]>> wrote:
Hi Patrick,
from a glimpse it seems you are setting up the shader to the geode
while using osgShadow, which will override your shaders.
I guess you need to set the shaders at the shadowTechnique. Could
you try it without osgShadow or simply do some shader debugging by
setting the gl_FragColor to some debug value to see if your shader
is used at all?
cheers
Sebastian
HI,
I'm trying to implement Image Based Lighting in a scene. but I
think I miss something essential.
I have copied the fragment shader and vertex shader from the
orange book, ch 12/Image Based Lighting. Created a sphere which
shall be the emissive surface.
When I run I receive following warning/error msg:
Warning: detected OpenGL error 'invalid operation' at After
Renderer::compile.
The sphere is colored by the base-color, but it is not emissive.
What kind of attributes do I need to set to get it work, or
should I make things in a different order? See code below.
Kind regards
Patrik
This is the main code:
[code]
osgShadow::ShadowedScene* scene(new osgShadow::ShadowedScene());
osgShadow::ShadowMap* sm(new osgShadow::ShadowMap());
sm->setTextureSize(osg::Vec2s(512,512));
scene->setShadowTechnique(sm);
osg::Group* root = new osg::Group;
osg::Geode* em = new osg::Geode();
em->addDrawable(new osg::ShapeDrawable(new
osg::Sphere(osg::Vec3(0,0,0), 10.0) ) );
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable( new
osg::Cylinder(osg::Vec3(0,0,-3.0),10,0.2 ) )) ;
geode->setCullingActive(true);
root->addChild(em);
root->addChild(geode);
scene->addChild(root);
osg::TextureCubeMap* tex = readCubeMap();
{
osg::StateSet* ss = em->getOrCreateStateSet();
osg::Program* program = new osg::Program;
program->setName( "IBL" );
program->addShader( new osg::Shader( osg::Shader::VERTEX,
IBLVertSource ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT,
IBLFragSource ) );
ss->setAttributeAndModes( program, osg::StateAttribute::ON );
osg::Uniform* baseColor = new osg::Uniform( "BaseColor",
osg::Vec3(0.2, 0.4, 0.6) );
osg::Uniform* specular = new osg::Uniform( "SpecularPercent", 0);
osg::Uniform* diffuse = new osg::Uniform( "DiffusePercent", 1.0);
osg::Uniform* specEnvMap = new osg::Uniform("SpecularEnvMap", 0);
osg::Uniform* diffEnvMap = new osg::Uniform( "DiffuseEnvMap", 0);
ss->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
ss->addUniform( baseColor );
ss->addUniform( specular );
ss->addUniform( diffuse );
ss->addUniform( specEnvMap );
ss->addUniform( diffEnvMap );
}
viewer.setSceneData(scene);
viewer.run();
[/code]
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