This is what I was getting at... So if I have a struct in my app
struct MyStruct { float fMember; int iMember; } _myStruct; And in my shader struct MyStruct { float fMember; int iMember; } myStruct; Then in my osg code I would do this... stateset->getOrCreateUniform("myStruct.fMember",osg::Uniform::FLOAT)->set(myStruct.fMember); stateset->getOrCreateUniform("myStruct.iMember",osg::Uniform::INT)->set(_myStruct.iMember); And then to access the updated data, just use the struct as usual? something = somethinelse * myStruct.fMember; Wyatt On Fri, Sep 4, 2009 at 9:47 AM, Ralph Kern <usene...@rk-se.de> wrote: > Wyatt Earp schrieb: > How would I > > create/set the uniform struct? > > > > You don't create/set the whole struct at once, but the individual > members of the struct. OpenGL recognizes struct members by the typical > dot notation "<name of struct>.<name of member>". > > regards Ralph > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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