Will that cummulate the effect of the two shaders node ? i.e. the final rendering have both per-pixel lighting from Node 1 and vertices displaced from Node 2 ?
/g I think osgNVCg is just like any StateAttribute. So, how about Node1->getOrCreateStateSet()->setAttributeAndModes(vertex, osg::StateAttribute::ON); Node1->getOrCreateStateSet()->setAttributeAndModes(fragment, osg::StateAttribute::ON); Node2->getOrCreateStateSet()->setAttributeAndModes(fragment, osg::StateAttribute::OFF); Node1->addChild(Node2); Root->addChild(Node1); William Hello, I am wondering how to achieve the following... I'd like to have nodes in my scene graph with different cascading shaders. For example a node 1 doing per-pixel Blinn and another node 2 doing vertex displacements. Root \ Node 1 osgNVCg vertex osgNVCg fragment \ Node 2 osgNVCg vertex /g _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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