-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Jean-Sébastien Guay wrote: > Hello Vladimir, > >>> and then do the lighting and texturing as the fixed-function >>> pipeline would, and it's up to the user to change that if they want >>> to... >> >> Fragment shader is used for things that are not supported in fixed >> function (per-pixel lighting and normal mapping). I didn't thought >> about combination of hw skinning and fixed-function display (since we >> not use fixed function display at all). > > No, I don't mean use GPU skinning and fixed-function display (I don't > think this is possible since when you have a vertex shader, you must > also specify a fragment shader so you effectively disable the > fixed-function pipeline completely). What I meant was that your fragment That is not correct. You can specify a vertex shader or a fragment shader and use the fixed-function pipeline for the other part. It is true that supplying a shader for a stage (vertex or fragment) disables the fixed functions for that stage. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org
iD8DBQFGPCtMeDhWHdXrDRURAhgPAJsGpZ7w/hOWXP8qZ+Bd1/6eOAGfCACgpDN5 x992n8YfOyQUSSEvgi/sm7U= =cB1D -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
