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
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