Hello,
I'm looking for hints on how to implement the equivalent of "arrays of
structs" in GLSL and OSG. Currently I have three struct uniforms defined
in a fragment shader loaded via OpenSceneGraph.
struct AStruct
{
int id;
vec2 center;
};
uniform AStruct obj1;
uniform AStruct obj2;
uniform AStruct obj3;
I would like to support N (=3 in above example) being quite large (say
10 or 20) without creating N (mostly unused) uniforms, by using an array
of size N. But GLSL does not seem to support this, and doesn't support
casting either (e.g. so I could pack in the info in a 2D texture and map
it to an array of structs).
Any ideas or URL's where I could find how to go about this would be much
appreciated.
Oliver
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