Hi Sebastian, > I derived my shader from the shader in the sources.
Ok, that's what I was wondering about. > I really need the vertex shader in order to > calculate lighting on per pixel base. Of course, I didn't mean to remove the vertex shader, I just meant that if you're doing things that are not as they are done in the fixed function vertex processing stage, that could cause problems. If you don't have a vertex shader then the fixed function pipeline does the vertex processing, so if you want equivalent results you have to do the same things as the fixed function pipeline in your vertex shader. So there are a lot of things that could go wrong there... > Sampler names should not matter, > as the texture objects are rebound to my names (which should take all > texgens etc into account). As long as you bind them at the root node (the shadowed scene) so that the uniforms are applied to all the nodes of your graph, that should be ok. It's still a possible point of failure, so why not just use the same names and save yourself the trouble? > Sadly I suspect that the only thing that > might be wrong is the comparison :-( > If you suspect that, you could modify osgShadow::ShadowMap.cpp to try it out... Sorry I can't help you any more than that... J-S -- ______________________________________________________ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org