On Sat, May 25, 2013 at 8:42 PM, Erik Sejersen wrote:
> Anywho I've removed gl_Color and started using the attribute system. Smooth
> shading isn't working for multires because of the use of indexed buffers.
> Multires should still have the option to flat shade so a option would be to
> add anothe
I've tried printing out the shader when it's compiled and there doesn't
seem to be any difference.
It does seem like a bug because the gl_Color in the fragment shader depends
on what varnormal is assigned in the vertex shader. I've tried setting
varnomal to different colors and doing result = gl_C
The fact that it doesn't work with flat shading is not a bug, the
vertex normals add another attribute and you're probably not getting
the right attribute id anymore in that case.
The way this should be implemented is not through gl_Color, but the
same as as other data layers passed to GLSL shader
Hi,
I've found a way to get the mask information into the shader without using
any gl calls. By adding gl_FrontColor = gl_Color to the vertex shader I can
use gl_Color in the fragment shader.
The only problem I have atm is that when I use flat shading mode the value
og gl_Color in the fragment sha