Hi all,
I'm trying to do some simple bumpmapping with GLSL, but I can't figure out how to get multitexturing to work. Simply adding more texturechunks to the material does not work for me, as I always get the first texture bound to all my samplers.
I can't find anyplace where osg does getUniformLocation/setUniform for the samplers, so one assumption would be that, since they are never intialized with the actual texture unit, always have the value 0 (or GL_TEXTURE_0), which would explain my results, but then we have a rather major deficieny in opensg, which makes me worried.
Has anyone else done this? Any hints? Best regards, /Marcus ------------------------------------------------------- SF.Net email is sponsored by: Tell us your software development plans! Take this survey and enter to win a one-year sub to SourceForge.net Plus IDC's 2005 look-ahead and a copy of this survey Click here to start! http://www.idcswdc.com/cgi-bin/survey?id=105hix _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
