Hi Daneil,
All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader however.
Also you should set the texture unit/texture coordinates for the shadow
to texture-count + 1.
Just look into the sources, there are the
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Sebastian
Messerschmidt
Gesendet: Dienstag, 20. März 2012 08:18
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daneil,
All the shadow mapping techniques AFAIR support
:* Dienstag, 20. März 2012 08:18
*An:* OpenSceneGraph Users
*Betreff:* Re: [osg-users] osgShadow and multitexture
Hi Daneil,
All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader
however. Also you should set the texture unit/texture
Hi Daniel,
On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
I have a hard time understanding that the osgShadow implementations should
support multitexturing when they never mix the colors oft he different
texture units… Ok, I’m not yet that settled in glsl maybe
?
-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Dienstag, 20. März 2012 09:48
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daniel
Gesendet: Dienstag, 20. März 2012 09:48
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daniel,
On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch
wrote:
I have a hard time understanding that the osgShadow implementations
should support
Hi Wojtek,
This should be no problem for models with more
texture stages as long as you substitute shadow technique shaders with
your own set which can process your multiple textures correctly.
Almost correct - the problem is that the shadow technique also disable
all shaders for the shadow
Hi Robert
Thanks for your answer. I was hoping all osgShadow techniques support
multi-texturing... but in my application, i tried every single one, and I only
have strange effects. What happens basically is the following: I can manage to
have a shadow with standardshadowmap, and all the view
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