Robert, are there any changes in the shader management, I mean are the shaders changed by the OSG code somehow (I am using the built-om uniforms)? Here is my shader source line:
"varying vec4 projShadow;\n" that apitrace logs as (this is being compiled but differs from the original shader source): out vec4 projShadow; and then I get this warning warning C5060: out can't be used with non-varying projShadow ? Thanks a lot as always! Nick p.s. Chris, thanks for the apitrace hint On Fri, Sep 2, 2016 at 2:09 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > I had some discussion and coding some sample with Wojtek's help 2010 :-). > It is about a sample code that illustrates a simple lights and obstacles. > It become actual for me again so I started with this archived example as a > testbed to work on it and integrate it into much larger project. Here is > the link of the code: > > http://markmail.org/message/ccscbkzyxsgmb5vl#query:+page: > 1+mid:c542rbpj3jdw3v5d+state:results > > I know it was working till recent times. And it doesn't anymore :-/. So I > went to see what might have changed in OpenGL and OSG since then (bit crazy > but I had to start somewhere). It uses shadow2DProj which I found it was > replaced by the texture call in GLSL after 130. Also on OSG side to use the > built in uniforms I know it has to be enabled in the camera's gc state with > setUseModelViewAndProjectionUniforms. So far these were my findings which > didn't helped. > > I would like to ask you for any hints and for a bit of will to see if > someone can spot something - the code is simple, selfcontained, it has > lighting from the red book implemented and use simple shadow mapping to > make the lights to not appear behind obstacles. > > As always, thanks a bunch!!!!! > > Cheers, > Nick > > -- > trajce nikolov nick > -- trajce nikolov nick
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