Hi Marlin, On Fri, 28 Sep 2018 at 07:40, Robert Osfield <robert.osfi...@gmail.com> wrote: > To pass data into shaders you have use a combination of uniforms > (osg::Unfiorm), textures (osg::Textre*) and vertex attributes. With recent > 3.4.x onwards you also have the option of passing in constants via > #prama(tic) shader composition system that passes #define values into the > compilation of shaders.
Seems I mis-read your question :-) Testing internal values in shader is an easy thing to do, what I end up doing is build up shaders bit by bit making sure each bit works on it's own before I assemble it into a more complex shader. When I want to test values I usually just set the fragment colour value, though often this will have a processed version of the value to make it visible. You can use #ifdef's in shaders to toggle the debug code paths and even toggle these paths on/off via the osg::StateSet::setDefine("ENABLE_DEBUG"); Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org