[osg-users] Tangent, Binormal and Normal Calculation to GLSL on OSG
umituzun84 at gmail.com
Thu Sep 25 04:27:13 PDT 2008
I am playing RenderMonkey to create a caustics effect by morphing
DiscoLighing sample. I have created something as expected and now I want to
port this vertex and fragment shader to OSG. At that point RenderMonkey can
automaticaly calculate Binormal and Tangent value and passes them vertex
attribute vec3 rm_Tangent;
attribute vec3 rm_Binormal;
What can I do to pass this value to vertex shader on OSG?
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