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/

Reply via email to