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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