thanks andreas,
one more complicate question (and off topic too) :)
I stuff some pixels info inside a CubeTextureChunk, and so into an
OpenGL cube map. Once all the thing is inside the map, can i query it in
OpenSG to retrieve the value of the cell?
I mean, I have this cubemap, would it be possible to have something
like:

vec3f color = CubeTextureChunk->getTheStuff(TexCoord);

I dunno if this is even possible in OpenGL...
I hope so, cause it would help me a lot...
bye, Enrico

Il gio, 2004-07-15 alle 15:43, Andreas Zieringer ha scritto:
> Hi Enrico,
> 
> yes this works, only user defined vertex attributes are not supported yet.
> 
> Andreas
> 
> > Hi andreas,
> > sorry for my poor english!
> > making a little summary of this post i'd ask you:
> > if i assign vertices colors with ->setcolors, will i be able to retrieve
> > them in the shader using a command like:
> > 
> > outColor = gl_Color;
> > 
> > thx enrico
> > 
> > Il gio, 2004-07-15 alle 14:15, Andreas Zieringer ha scritto:
> > 
> >>Hi Enrico,
> >>
> >>to get the colors
> >>
> >>GeometryPtr geo = ...
> >>
> >>GeoColorsPtr colors = geo->getColors();
> >>
> >>For the other poperties
> >>GeoColorsPtr colors2 = geo->getSecondaryColors();
> >>GeoTexCoordsPtr texcoord0 = geo->getTexCoords();
> >>GeoTexCoordsPtr texcoord1 = geo->getTexCoords1();
> >>....
> >>
> >>To set them
> >>
> >>if(colors == NullFC)
> >>{
> >>     // Geometry has no vertex colors so we create some.
> >>     colors = GeoColors3f::create();
> >>     beginEditCP(geo);
> >>         geo->setColors(colors);
> >>     endEditCP(geo);
> >>     colors->resize(geo->getPositions()->getSize());
> >>}
> >>
> >>beginEditCP(colors);
> >>for(UInt32 i=0;i<geo->getPositions()->getSize();++i)
> >>{
> >>     // set the color for each vertex.
> >>     colors->setValue(Color3f(0.0, 0.0, 1.0), i);
> >>}
> >>endEditCP(colors);
> >>
> >>if(geo->getIndexMapping().size() > 0)
> >>{
> >>     beginEditCP(geo);
> >>     Int16 pi = geo->calcMappingIndex(Geometry::MapPosition);
> >>     geo->getIndexMapping()[pi] |= Geometry::MapColor;
> >>     endEditCP(geo);
> >>}
> >>
> >>
> >>
> >>
> >>
> >>>hiya,
> >>>I am expanding my app, 
> >>>now after some playing with reflections and refractions, 
> >>>i'd like to add shades and colors, 
> >>>but for so doing, i need to get the color values of the vertices,
> >>>and the "illumination" level.
> >>>How do i pass the color to the shader? I think in the shader will be
> >>>something like
> >>>
> >>>vec4 outColor = gl_Color;
> >>>
> >>>but in OpenSG? A simple ->setColors(red) would do the trick?
> >>>
> >>>Regarding the illumination level, it should be a simple float, ranging
> >>>[0,1], telling me how much light is hitting the point... where to store
> >>>that value per vertex? is there an unused slot that i can use to my
> >>>convenience? Something like a second texcoord set to use as a mere pipe
> >>>between OSG and the shader. So my shader should retrive the value like:
> >>>
> >>>float lightlevel = gl_TexCoord[1].x;
> >>>
> >>>hope someone can help,
> >>>enrico
> >>
> > 
> > 
> > 
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