Hi folks,
just some thoughts about texture attributes (or all
other attributes in general):
If we first setup a texture attribute on a StateSet,
lets say for the texture unit 0.
After some time we remove this attribute and assign it
to texture unit 1.
This would end up in the texture bounded
HI Art,
OpenGL doesn't have a concept of unbinding attributes, and neither
does the OSG. OpenGL has the concept of enabling and disabling via
mode, and the OSG maps this via StateSet::setMode(..) and
setTexureMode(uint unit,...); My guess is that you are looking for :
Hi Robert,
yes this is one of the solutions, however I am
wondering why this is not done automagically by the
removeAttribute method?
However I also found what I have also looked for. If I
just add an empty texture to the stateset
(stateset-setTextureAttribute(X, new
osg::Texture2D());
this will
On Wed, Mar 5, 2008 at 12:48 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Robert,
yes this is one of the solutions, however I am
wondering why this is not done automagically by the
removeAttribute method?
Because removeAttribute removes an attribute not any modes.
However I also found
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