Well, you said you want osg::Program at StandardShadowMap.cpp:544. That osg::Program is set to _stateset just on the next line. So if osg::Program of _stateset doesn't work for you, there's no use exposing it.
2014-04-15 17:50 GMT+07:00 Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com>: > Hi Michael, > > this sounds good but I just tried and it seam without changing the OSG > code it is not possible as well. The StandardShadowMap does not holds any > instance of the StandardShadowMap::ViewData where the _stateset is kept. > > Nick > > > On Tue, Apr 15, 2014 at 7:29 AM, michael kapelko <korn...@gmail.com>wrote: > >> 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 >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> 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 > >
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