Hi,

I'm not a HLSL pro, but afaik HLSL also contains semantics for multipass effects with a different shader for each pass.

You'd have to implement an OSG equivalent for each pass on your own then, anyway...

Good luck


I'm non 100% sure, but I think .fx shader language belongs to Microsoft. I have some shader .fx that are very realistic and wonderful and I would like to apply them to some parts of my scene...




--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interactive Systems (VIS)
web:   http://wwwvis.informatik.uni-stuttgart.de/eng/
mail:  [EMAIL PROTECTED]
phone: 49.711.7816.403
fax:   49.711.7816.340

german postal address:
Dipl. Inf. Joachim E. Vollrath
Universitaet Stuttgart, Institutsverbund Informatik
Institut fuer Visualisierung und Interaktive Systeme
Universitaetstrasse 38
70569 Stuttgart
GERMANY

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