Hi Luc, On Wed, Aug 24, 2011 at 3:30 PM, Luc Frauciel <luc.frauc...@star-apic.com>wrote:
> Will this new technique handle multitexturing ? > That was one of the problems in older osgShadow techniques: the shadow > shaders used > void setBaseTextureUnit( unsigned intunit ) with a single texture unit > and then voidsearchAndReplaceShaderSource was rewriting over the base > shader. > > In particular, using osgShadows in conjunction with osgEarth was a > nightmare > > The current implementation is hardwired to place the shadow maps on texture unit 1. I will be making to user definable. I'll use a uniform is used to specify the texture unit is being used rather than using the searchAndReplaceShaderSource approach by some of the previous shadow techniques. Robert.
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