Well.. duh.. It was too obvious. The sampler uniform is very much an
integer.
/Marcus, who is a bit slow today.
Marcus Lindblom wrote:
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
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