Hi

Have a look at http://mew.cx/osg_glsl_july2005.pdf

-- mew


Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Wasileski, Bryan J.
> Sent: Wednesday, June 27, 2007 1:08 PM
> To: [email protected]
> Subject: [osg-users] Shaders
> 
> Hi All again,
> 
> One more forwarded question.
> 
> >>>>>>>>>>>>>
> I had a few questions about vertex shaders, fragment shaders, and
> textures.
> 
> First, if I write my own vertex shader, am I required to also write a
> fragement shader? If the answer is no, then when I write the vertex
> shader, what functionality must I include to ensure that all of the
> information that the vertex shader passes by default is still being
> properly passed to the fragment shader? For example, do I have to set
the
> varying outputs of the vertex shader since I am changing the vertex
> shader?
> 
> With regards to textures, do I have to explicity define each texture
that
> I am using as a uniform and add it to the fragment shader? Or when I
add
> the texture to the stateset, is there a way to access in the fragment
> shader without using the uniform? Is there a limit to the number of
> textures that a vertex can have?
> 
> Thanks for the help.
> 
> 
> 
> Larry

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