The shader needs to receive a sampler uniform containing the integer value
of a texture unit to use.
The right way to do this would be to scan the subgraph of the model for
state sets containing enabled texture units. Use a node visitor here. For
each of these texture units, create a uniform
Great thanks guys!
This is the kind of lead I was looking for. Ill take a look at the shaderGen
and I also have been poking around the fbxsdk which might help as well.
Cheers! If I find a good solution and the time Ill try and post how I managed
to get it working here later on.
Thank
hmm just googled osg ShaderGen and found this:
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/branches/OpenSceneGraph-3.2/src/osgUtil/ShaderGen.cpp
This seems to create shader code based on some OSG states, but I have no
idea how complete this implementation is. Also I have
HI Sverre,
On 27 January 2015 at 13:26, Sverre Aleksandersen
sverre.aleksander...@gmail.com wrote:
Shouldn't line 643 and 317 in osgTerrain/GeometryPool.cpp be
GL_LINES_ADJACENCY_EXT instead of GL_LINES_ADJACENCT?
That's how it's defined in GLDefines.
Should really be the other way around,
Hi,
I am trying to use the SmoothingVisitor to generate the normals. I am not
explicitly setting the normals array. However, when rendered it appears as
though the normals generated are flipped. The geometry consists of triangle and
quad primitives.
I tried it in two ways.
Code:
Ok so now back to the original intent with this question.
So I can now attach a texture to my hand model with a vertex and fragment
shader, which is great! I load the texture via its file path and send it along
to the shaders.
However I was hoping to find a way to do this in a different
Hi Chris,
osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture();
I think you have to write NodeVisitor that will traverse your model and
extract the Texture from the StateSet. But you can also work with the
texture that is mapped in your FBX model. I didn't followed your
Hi,
Shouldn't line 643 and 317 in osgTerrain/GeometryPool.cpp be
GL_LINES_ADJACENCY_EXT instead of GL_LINES_ADJACENCT?
That's how it's defined in GLDefines.
Regards,
Sverre A:
On Sun, Jan 25, 2015 at 12:45 PM, Alexey Pavlov alex...@gmail.com wrote:
2015-01-23 20:21 GMT+03:00 Mattias Helsing
8 matches
Mail list logo