Dtag
01-01-2004, 08:02 AM
Hi
I have now successfully converted my per pixel lighting shader from cg to glsl. Only 1 problem remains: A Z Fighting between the Ambient Pass and the Lighting Pass exists since ive switched to GLSL. Ive read ths GLSL specs and it says that I should use the ftransform function in my vertexshader instead of vertex*modelview. I did that but the problem still exists without any visual change.
Are there any other changes that need to be done? Is there anything but the vertexshader that can cause this behaviour?
TIA http://www.opengl.org/discussion_boards/ubb/smile.gif
I have now successfully converted my per pixel lighting shader from cg to glsl. Only 1 problem remains: A Z Fighting between the Ambient Pass and the Lighting Pass exists since ive switched to GLSL. Ive read ths GLSL specs and it says that I should use the ftransform function in my vertexshader instead of vertex*modelview. I did that but the problem still exists without any visual change.
Are there any other changes that need to be done? Is there anything but the vertexshader that can cause this behaviour?
TIA http://www.opengl.org/discussion_boards/ubb/smile.gif