[osg-users] porting old code to the latest osg issues

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Sun Sep 4 14:49:26 PDT 2016


are there any changes in the shader management, I mean are the shaders
changed by the OSG code somehow (I am using the built-om uniforms)? Here is
my shader source line:

"varying vec4 projShadow;\n"

that apitrace logs as (this is being compiled but differs from the original
shader source):

out vec4 projShadow;

and then I get this warning

warning C5060: out can't be used with non-varying projShadow


Thanks a lot as always!


p.s. Chris, thanks for the apitrace hint

On Fri, Sep 2, 2016 at 2:09 AM, Trajce Nikolov NICK <
trajce.nikolov.nick at gmail.com> wrote:

> Hi Community,
> I had some discussion and coding some sample with Wojtek's help 2010 :-).
> It is about a sample code that illustrates a simple lights and obstacles.
> It become actual for me again so I started with this archived example as a
> testbed to work on it and integrate it into much larger project. Here is
> the link of the code:
> http://markmail.org/message/ccscbkzyxsgmb5vl#query:+page:
> 1+mid:c542rbpj3jdw3v5d+state:results
> I know it was working till recent times. And it doesn't anymore :-/. So I
> went to see what might have changed in OpenGL and OSG since then (bit crazy
> but I had to start somewhere). It uses shadow2DProj which I found it was
> replaced by the texture call in GLSL after 130. Also on OSG side to use the
> built in uniforms I know it has to be enabled in the camera's gc state with
> setUseModelViewAndProjectionUniforms. So far these were my findings which
> didn't helped.
> I would like to ask you for any hints and for a bit of will to see if
> someone can spot something - the code is simple, selfcontained, it has
> lighting from the red book implemented and use simple shadow mapping to
> make the lights to not appear behind obstacles.
> As always, thanks a bunch!!!!!
> Cheers,
> Nick
> --
> trajce nikolov nick

trajce nikolov nick
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