Hi Robert,
I've wondering about making it possible to have a composite StateSe to
provide switch and layer functionality, but have never tackled this as
it complicates the basic API quite a bit for functionality that only a
very small proportion of users will ever require.
That being
Hi Viggo,
On Sun, May 25, 2008 at 10:13 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
Maybe I can take a look at how to integrate this into OSG? Well, if I get
time to actually do it :-)
You have the itch, you just need to scratch it :-)
But in case I do, then I would like to try a direct
and index them
differently depending on what camera you use.
Is that a good idea for the future?
Viggo
Date: Fri, 23 May 2008 09:16:35 +0100 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Rendering the
scene multiple times with differentshaders. Hi Viggo
Hi Viggo,
On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
What about adding an array of states or shaders to a node?
This would make it possible to hold multiple shaders in one node and index
them differently depending on what camera you use.
Is that a good idea for the
PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 15:57
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] Rendering the scene multiple times with differentshaders.
Hi,
My scene contains models that use one or many textures, some use vertex and
fragment shaders of different
PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Rendering the scene multiple times with
differentshaders.
I think use osg::Switch
is right way to do.
You can set a StateSet to
any Node, then (correct me if I’m wrong) all children will inherit
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