Hi,
On Mon, 2004-05-24 at 00:27, Tobias Berghoff wrote:
> On 23 May 2004, Gerrit Voss wrote:
>
> Hi!
>
> > > Short question: Does the current VRML97 loader accept SFStrings (or
> > > MFStrings)?. While the OSGScanParseSkel.{y,lpp} certainly look that way,
> > > I always get "WARNING: -----> parse error in Line" errors for the
> > > strings...
> >
> > it should could you send an example ?
>
> With pleasure.
> I've added a ShaderAppearance node, which is derived from Appearance.
> Looks like this:
>
> PROTO ShaderAppearance [
> exposedField SFNode material NULL
> exposedField SFNode texture NULL
> exposedField SFNode textureTransform NULL
> exposedField SFString vertexShader ""
> exposedField SFString fragmentShader ""
> ] { }
>
> As a test .wrl I use the TIE, which has a ShaderAppearance node instead of
> the usual Appearance one:
>
> Shape {
> appearance ShaderAppearance {
> material Material {
> diffuseColor 0.647059 0.647059 0.647059
> specularColor 0.498039 0.498039 0.498039
> emissiveColor 0 0 0
> shininess 0.078125
> transparency 0.000000
> }
>
> vertexShader
> "cg: struct appin
> {
> float4 Position : POSITION;
> float4 Normal : NORMAL;
> float4 Color : COLOR0;
> };
>
> struct V2FI
> {
> float4 HPosition : POSITION;
> float3 Color : TEXCOORD0;
> float3 Normal : TEXCOORD1;
> float3 ViewVector : TEXCOORD2;
> float3 LightVector : TEXCOORD3;
> };
>
> V2FI main(appin IN)
> {
> V2FI OUT;
>
> float4 pos = mul(glstate.matrix.modelview[0], IN.Position);
> OUT.ViewVector = -pos.xyz;
> OUT.LightVector = normalize(glstate.light[0].position.xyz);
> OUT.HPosition = mul(glstate.matrix.projection, pos);
> OUT.Normal =
> normalize(mul(glstate.matrix.invtrans.modelview[0], IN.Normal).xyz);
> OUT.Color = IN.Color.rgb;
> return OUT;
> }
> "
>
>
> If you want the actual code, I could send you a tarball. At least from
> my experimentation, it seems as if the ShaderAppearanceDesc-code is not
> visited before the error appears, though.
at least the scanner/parsers are able to read you strings, I plugged
one of your strings into a normal texture url and got no errors, so the
problem must be somewhere else. So if you could send me the code I can
have a further look at it.
regards,
gerrit
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