Hi Marlin,
On Fri, 28 Sep 2018 at 07:40, Robert Osfield wrote:
> To pass data into shaders you have use a combination of uniforms
> (osg::Unfiorm), textures (osg::Textre*) and vertex attributes. With recent
> 3.4.x onwards you also have the option of passing in constants via
> #prama(tic) sha
Hi Marlin,
in case you want to know the value of a variable (not uniform) of a shader
there is no way (to my knowledge) inspecting it like in a debugger.
The usual workaround is visualizing things by coloring the output pixels.
If you want to "see" the "value" of a normal vector you can just take
Hi,
Usually you can use the output-colors in case of a fragment shader to
inspect the values per fragment. Rendering to a texture and inspecting
the values in the image is also an option.
Another approach to display incoming/per state values is this nifty shader:
http://mew.cx/drawtext/drawt
Hi Marlin,
On Thu, 27 Sep 2018 at 19:30, Rowley, Marlin R
wrote:
> Is there a way to examine variable values in shader code? I can’t figure
> out this problem that we are having unless I can see the values in the
> shaders.
>
To pass data into shaders you have use a combination of uniforms
(osg
All,
Is there a way to examine variable values in shader code? I can't figure out
this problem that we are having unless I can see the values in the shaders.
Any help would be appreciated
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.
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