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// Reference material [geometry]
material DeferredShading/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
// Don't disable depth test, because the light doesn't have to be rendered
// if the bounding geometry is obscured.
scene_blend add
depth_write off
depth_check on
lighting off
texture_unit GBuffer1
{
tex_address_mode clamp
filtering none
}
texture_unit GBuffer2
{
tex_address_mode clamp
filtering none
}
}
}
}
// Reference material [geometry w/shadows]
material DeferredShading/LightMaterial/GeometryShadow : DeferredShading/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
texture_unit ShadowMap
{
content_type shadow
}
}
}
}
However, the resulting material DeferredShading/LightMaterial/GeometryShadow has only two texture units, the first of them being the ShadowMap texture unit. So, even though I have unique texture names, the first texture unit gets overwritten by the added texture unit.
Am I missing something or is this a bug with the script compilers?
This problem may have been solved directly / indirectly after the branch that started the GSoC projects this year. After the merge back into head (not comitted yet, don't worry!) the problem has gone away and the demo functions correctly again.