Hi,
i belive i solved this issue.
I had to use:
osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices[0],
osg::Uniform::FLOAT_MAT4);
instead of:
osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices,
Hi,
i thought i could use the buildin variabled to save some uniforms. But i did'nt
realize that they were limited.
Well..
i tried to use uniform arrays but with very little sucess:
I create my Uniform:
ref_ptrUniform matrixArrayUniform = new
Uniform(Uniform::FLOAT_MAT4,matrices,10);
Hi,
Wojciech Lewandowski wrote:
Hi again Johannes,
I hate to say that, ( don't think I enjoy doing it), but it seems to work on
NVidia (at least those above GF 8x00) and I am really surprised it does not
work for you especially when you have advance gpu supporting
GL_EXT_gpu_shader4
Hi,
i have a small problem. I want to access gl_TextureMatrix[8] within my Shader.
As you can see i used a loop to setup 10 texture matrices:
Code:
for (int i = 0; i 10; i++) {
stateSet-setTextureAttributeAndModes(i, texMat,
Seems to be another ati related issue. I was able to reproduce this issue with
pure opengl.
:-\
Any suggestions on how i can handover multiple texture matrices to my shader?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18366#18366
--
From: Johannes Schüth acco...@jotschi.de
Sent: Sunday, October 18, 2009 11:12 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Can't assign more than 7 texture matrices
Seems to be another ati related issue. I was able to reproduce this issue
I don't see the problem. Quoting from the GLSL 1.20 spec below, it looks
to me like you're lucky you're even getting 2 matrices -- the minimum
value for gl_MaxTextureCoords.
You can't simply use a uniform?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
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