
Hi, currently we are working on an advanced pipeline, where you can easily define which data is made available to the shader. At the moment, it's not easy to get the data to the pipeline, as it's constructed in the MeshNode (or more exactly in DrawMesh). One has to modify that generator (which also does the cache optimization for the rendering) to get additional data to the shader. I think at the moment, the texture would be the easiest way. Best, Jan Möbius On 24.07.2012 14:59, Sebastian von Hippel wrote:
Hi,
i want to write a shader, that sums up all values of a vertexproperty for all visible vertices and one with which i compute the color for each vertex using a vertexproperty. Are vertexproperties being pushed automatically into the pipeline or do i have to assign them manually? If necessary what needs to be done so that a shader can use a property and how can i access that property in my vertex shader. I already thought about a workaround, storing the property value for a vertex in a texture but is there a better way?
Best Regards Sebastian von Hippel _______________________________________________ Openflipper mailing list Openflipper@lists.rwth-aachen.de http://mailman.rwth-aachen.de/mailman/listinfo/openflipper
-- Dipl.Inform. Jan Möbius Department of Computer Science VIII Aachen University of Technology (RWTH) Ahornstrasse 55, 52074 Aachen, Germany Phone ++49 (0)241 80-21817 Fax ++49 (0)241 80-22899 mailto:moebius@cs.rwth-aachen.de http://www.rwth-graphics.de