I would derive from StandardShadowMap to gain access to _stateset variable.
Then, osg::StateSet::getAttribute can return osg::Program it contains.


2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:

> I looked at the code of StandardShadowMap.cpp and I think this object at
> line: 544 osg::Program has to be exposed to the interface as well. Robert,
> will You accept such a change, it is minor but will change the interface
> with one getProgram() method and will not brake anything. This case is good
> example of such a need when you for example wants to mix the shaders of the
> ShadowMap with your own
>
> Nick
>
>
> On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> 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
>>
>
>
>
> --
> trajce nikolov nick
>
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