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/

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