[osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Frank Kane
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

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Sebastian Messerschmidt
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

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Wojciech Lewandowski
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

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Sergey Polischuk
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

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Frank Kane
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