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.
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to