| 
			
			farshizzo,
 Thanks for the specific shader example (I don't think there's an example of this in the manuals).  I will also put it to work in a couple outdoor scenarios I have.
 
 Am I understanding it right that the .vp is a "vertex program" OpenGL shader, and the .fp is a "face program" or "fragment program"?  You grab the timestamp of the frame, and give it to the .vp code as a parameter.  The .vp chooses the appropriate coordinates in the texture to correspond to the frame time, for each vertex.  The .fp chooses the appropriate pseudocoloring for a pixel inside a textured triangle face (or fragment) from the given monochrome texture.
 
 Does Vizard parse and compile the .vp/.fp content, or does the underlying OpenGL graphics system?
 
 [I noted you had some Unix line endings in your scripts when I viewed them in Notepad.  If anyone else sees that, just replace the little box characters into line breaks.  The Vizard editor itself doesn't mind the difference.]
 |