Re: [osg-users] Shader aliasing

2009-03-19 Thread Guy
Hi Andres, If there are different geometries you could use uniforms else you could use attributes to set the class id. If you plan to use different map textures on the same geometry (the more general solution) than use Robert's advice :-) Can you describe what are distx and disty?

[osg-users] Shader aliasing

2009-03-18 Thread Wallerman Anders
Hi all, We are drawing textured terrain tiles, and want to write a shader that uses different code paths for different types of terrain. Water surfaces, for instance, are to be drawn differently than forested surfaces. To do this we have a texture with different discrete values for different