hi all (and good Monday morning ^_^),
i am trying to insert in my OpenSG app the support for cubemaps and
vertex/fragment programs. I have 2 questions for ya:

1) Is there a way to load automatically the six faces, without
repliacating six times the same instructions? I expand the idea:

In OpenGL when u load in memory a cubemap u can use a single for cycle
to make all the stuff running. In c++ way u may say:

for (int side=0;side<6;side++)
  {   
   *** load the image for the side *** 
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+side,0,GL_RGB8,64, 
64, 0, GL_RGB, GL_FLOAT, pixel_data);
  } 

Is there a way to do the same thing in OpenSG? (no serious reason, just
to cut a bit the code).

2) when i pass the texture data to the fragment program in OGL i just
say:


 glActiveTexture(GL_TEXTURE#);

where # is the number of the texture i wish to bind as a parameter to
the fp. How can i do the same thing in OSG?  I saw a couple of
instructions sounding like 

activateTexture(Window *win, UInt16 texture) osg::TextureChunk 
[inline,static]


activeTexture(Window *win, UInt16 texture) osg::TextureChunk 
[inline,static]

but i don't really know if they are what i am needing. My objective is
to be able to use an instruction like:

TEX texcolor, texcoord[1], texture[1], CUBE;

and be sure that my cubemap is actually binded to texture[1].

thank you all 4 the help, 
enrico



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