I also noticed that the vehicles are all black without the terrain... i.e. just
the base test texture, as though they are shadowed completely.
W
WyattEarp wrote:
> I think I am about to get this straightened out...
>
> I have implemented the LiSPPSM shadow code in my app. My scene consists
Hi,
I have an OSG app to which I would like to add a second render pass. I render
to a fbo hdr texture and I want to use a 2nd pass to process this texture, then
write out to another hdr texture, then display. Is this the sort of thing that
osgPPU is meant for? My app isn't a GPGPU app it i
I posted this via the mailing list, but it seems to never have gone through.
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct. How would I
create/set the uniform struct?
WE
Sorry for the multiple posts.
Wyatt
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17029#17029
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