I hope this isn't a ridiculously obvious question, but I have yet to
find a clear set of solid documentation for OSG, so pardon my naiveness!
I'm working on a little game that allows the user to assemble a 3D map
out of blocks. As part of the user interface, I wrote a shader that
would smoothly fade out levels above and below the level the user is
currently editing. This allows the user to see where geometry is in the
other levels, but without seriously obstructing their view of the level
they are currently working on. Great.
My problem is that I also want the user to be able to place "objects" in
the map. Naturally these objects should also be "faded out" by my
shader. The problem is this: My shader, since it completely replaces
the default rendering pipeline, ignores all the textures in the loaded
objects. Yikes!
So I guess what I'm looking for is a way to get OSG to "render the
objects as it normally would", and then pass those gl_FragColor,
gl_Position, ...etc. values to my custom shader to modify as it sees fit
before finally drawing the modified data on screen. Is this possible?
If not, how do I go about accomplishing this task?
--
/Fortiter/ in re, /suaviter/ in modo.
------------------------------------------------------------------------
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org