Hi Robert, Luc,

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.

As a side note Luc, nothing forced you to use the
ShadowMap's own shaders and searchAndReplace... functionality. You could simply replace the shaders, define your own uniforms for sampler name - texture unit mapping, and do multi-texturing that way. That's what we did.

No shader provided by a library can be 100% flexible and support all use cases (at least until shader composition is done). The shaders in the older shadow techniques were no exception, but luckily you could replace them.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
                               http://www.cm-labs.com/
                    http://whitestar02.dyndns-web.com/
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