Hello Tim,
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.
Really? Nice! So that means that it should be possible to totally
separate osgCal from the final rendering/lighting setup (use GPU
skinning with a vertex shader and keep the fixed-function pipeline for
the fragment shading).
Thanks for setting me straight!
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
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