Hi David, On 11/10/06, David Guthrie <[EMAIL PROTECTED]> wrote:
Since you can read the GL_FOG parameters in the shader, why not just read the attribute and don't calculate fog in the shader. That's pretty analogous to setting a uniform.
Using GLSL switches off the fixed function pipeline. There are default uniforms that map to various OpenGL state values, but all these are values, not computed results. You have to do all the compute in the vertex/fragment program. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
