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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