Okay ... if you find in any case 5 minutes, attached are the proposed mods.
Thanks as always!
Nick
On Fri, May 1, 2015 at 8:16 PM, Robert Osfield
wrote:
> Hi NIck,
>
> On 1 May 2015 at 19:11, Trajce Nikolov NICK
> wrote:
> > Hi again Robert,
> >
> > I took a closer look into ShadowedScene::tr
Hi NIck,
On 1 May 2015 at 19:11, Trajce Nikolov NICK
wrote:
> Hi again Robert,
>
> I took a closer look into ShadowedScene::traverse and you are right. The
> reason to force osg::Group::traverse is to allow to call this from the
> ShadowedTechnique, to avoid recursive calls of the same.
>
> So I
Hi again Robert,
I took a closer look into ShadowedScene::traverse and you are right. The
reason to force osg::Group::traverse is to allow to call this from the
ShadowedTechnique, to avoid recursive calls of the same.
So I am going to ask if you can expose the local osg::Program through an
interf
Hi Robert,
thanks for the reply. Well, I spent quite a good amount of time to
understand how it works and it all points to the StandardShadowMap, the
call I posted. This shadowmap technique allows you to attach shaders to it
through the interface, but the program is set localy again for a local
_s
Hi Nick,
I haven't worked with osgShadow for over a year so it's not fresh in
my mind. There are mechanisms for override the state management in
osgShadow but I don't recall how widely they are implemented amongst
the shadow techniques.
With the proposed change, with the explicit osg::Group::tra
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