Knowing the problem a bit I think the question is how to access the
osg::Program of the shader technique for binding vertex attributes like the
binormal and tangents arrays.

Nick


On Mon, Apr 14, 2014 at 11:07 AM, Jaime <xatp...@hotmail.com> wrote:

> Thanks kornerr.
>
> I was checking your code, but the problem is that I don't want deferred
> shading, because I need transparency too.
>
> I think I should use LightSpacePerspectiveShadowMap because there I can
> use setShadowVertex/FragementeShader.
>
> Nick helped me with his code (thanks again Nick!), but we need to pass the
> attributes (binormal and tangent) to the shader, and then it has to be used
> by osg Shadow Mapping.
>
> So, does anybody know how to pass attributes to this shaders??
>
> Thanks a lot!
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=58910#58910
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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

Reply via email to