it's difficult to answer questions like this. If you can post the files you modified, one of us could compile it and see what's going on.


This is my first try with mailing-list, I am icecode in IRC, Icecode GL in forum and a few time ago I've been involved in trying to return shadows back in FlightGear, exploring the big world of shaders and effects. But when Z-fighting (http://en.wikipedia.org/wiki/Z-fighting) problem appeared, I needed glPolygonOffset (http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml). After reading the OSG documentation (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00523.html), I got this code at Simgear's Effect.cxx:

struct PolygonOffsetBuilder : public PassAttributeBuilder
    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
                        const SGReaderWriterXMLOptions* options)
        if (!isAttributeActive(effect, prop))

        const SGPropertyNode* pfactor
            = getEffectPropertyChild(effect, prop, "factor");
        const SGPropertyNode* punits
            = getEffectPropertyChild(effect, prop, "units");

        ref_ptr<PolygonOffset> polyoffset = new PolygonOffset;

        int factor, units;

        if (pfactor)
            factor = pfactor->getIntValue();
        if (punits)
            units = punits->getIntValue();



InstallAttributeBuilder<PolygonOffsetBuilder> installPolygonOffset("polygon-offset");

 I correctly did the #include <osg/PolygonOffset> at the start of file. Compilation goes OK, but when I run FG, this message appears a couple of times:

skipping unknown pass attribute polygon-offset

 What can be the problem? Sorry if it is a silly mistake, but I am a newbie in the effects things etc. If you want to know anything more about the shadows, I am trying to implement the shadow volumes (http://en.wikipedia.org/wiki/Shadow_volume) technique, using stencil. Info of progress, .vert and .eff at forum topic: http://www.flightgear.org/forums/viewtopic.php?f=47&t=13648.


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