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Hi Pierre-Jean,<br>
<br>
I was also doing some research in that.<br>
I think the shader you adopted is not the only place where shaders
have to be given.<br>
I found some place with comments like <br>
"I don't use my shader because the fixed function shaders have
better performance".<br>
This is just how I remember the comment - so not exactly reproduced.<br>
To be honest the research was consuming to much of my time.<br>
But it would be really great if share your solution if you manage to
solve this.<br>
<br>
- Werner -<br>
<br>
<div class="moz-cite-prefix">Am 04.07.2016 um 17:48 schrieb
Pierre-Jean Petitprez:<br>
</div>
<blockquote cite="mid:1467647286.m2f.67987@forum.openscenegraph.org"
type="cite">
<pre wrap="">Hi,
I would like to use the osgShadow soft shadow map on an Android device (with GLES 2).
I have already written my own Phong shader for my objects which works very well. Now I would like to add the shadow map. I have taken the shader code from the SoftShadowMap.cpp file and I have adapted it to add it in my own shader.
But this does not seem to work, the applied shadow map is always fully white.
Maybe this has to do with the texture coordinates that are used.
Can someone enlighten me on using osgShadow with GLES 2 ?
Thank you!
Cheers,
Pierre-Jean
------------------
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