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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
