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.]
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