Hi gang,
I've got a setup where I have an osg::Program attached near the top of my
scene graph to do lighting effects. It works great, except that
LightPointNodes don't show up when it's active.
I tried intercepting the LightPointNodes in the graph inside a cull
visitor, and disabling the shader
Hi Frank,
Did you set up your top-level program with
ss-setAttributeAndModes(topLevelProgram, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE); ?
Also, I don't really understand if you are trying to render them with
fixed function pipeline or your own custom shader.
For fixed
Hi Frank,
Could be something entirely different but have you tried setting empty
program (= activating fixed pipeline) with default ON attribute ?
ie:
ss-setAttribute(new osg::Program);
We were using that approach to turn off Shaders in LightPoints.
Cheers,
Wojtek Lewandowski
2013/2/13
Hi The thing is osg::StateAttributes can not be turned ON or OFF with flags like that, if you have attribute in stateset it always ON (if you look at source, StateSet even dont save ON-OFF flags for state attributes, only PROTECTED and OVERRIDE bits). You can control if they have any effect with
That was it - thanks so much! I wasn't using OVERRIDE and PROTECTED
properly.
Thank you,
Frank Kane
Founder
Sundog Software, LLC
http://www.sundog-soft.com/
http://www.linkedin.com/pub/frank-kane/17/434/764
On Wed, Feb 13, 2013 at 9:38 AM, Sebastian Messerschmidt
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