Will that cummulate the effect of the two shaders node ? i.e. the final
rendering have both
per-pixel lighting from Node 1 and vertices displaced from Node 2 ?
/g
I think osgNVCg is just like any StateAttribute. So, how about
Node1->getOrCreateStateSet()->setAttributeAndModes(vertex,
osg:
I think osgNVCg is just like any StateAttribute. So, how about
Node1->getOrCreateStateSet()->setAttributeAndModes(vertex,
osg::StateAttribute::ON);
Node1->getOrCreateStateSet()->setAttributeAndModes(fragment,
osg::StateAttribute::ON);
Node2->getOrCreateStateSet()->setAttributeAndModes(fragment
Title: Multiple cascading shaders
Hello,
I am wondering how to achieve the following... I'd like to have nodes in my
scene graph with different cascading shaders. For example a node 1 doing per-pixel
Blinn and another node 2 doing vertex displacements.
Root
\
Node 1
osgNVCg vertex