Hi Luc, On Wed, Aug 24, 2011 at 4:03 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > 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.
I have now cheked in support for user defined setting of the shadow map texture unit via ViewDependentShadowMap::setBaseShadowTextureUnit(uint); The shader supplied by this technique doesn't implement any handling of multi-texturing itself so it'll be up to the user to provide their own shaders to do this. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org