> hiya all OSG users,
> i am again working on my project. Despite all the hints collected here,
> i am still getting no texture output...
> i gave a look at the cubemap examples, like dirk suggested me and now i
> have some new questions: looking at the two examples (cube texture and
> cube reflection) i noticed some little differences, a bit confusing
> me...
> 
> 1) in the texture example, the cube map is created, but actually not
> linked to any Geo. same thing for the texgen stuff. Simply in the
> display routine, every chunk is activated calling
> chunkptr->activate(drawaction). Is it the same that it happens in
> opengl, where i create textures and then i just bindtexture them on the
> fly?

Yes it is similar to bindtexture in opengl, well that example is a bit
lowlevel you shouldn't do it that way.

> 2) in the reflection example the cubemap is just specified as a
> gl_reflection_map (no image given?!). After all a 

No the images are created via the setTestCubeImages(cubetex); call (defined
in OSGTestCubeMaps.cpp)

> traverse(scene,            
> osgTypedFunctionFunctor1CPtrRef<Action::ResultE, NodePtr>
>              (setGeoMaterial));
> is called. is it the same that traversing manually the scene and
> ->setMaterial for every geo in the tree??

Yes it applies the material to all Geometry nodes in the scene.

> final question) when i use a ChunkMaterial, in the moment i add a chunk
> i am actually ->activating it, right? No need for an explicit call of
> cubetexturechunk->activate, right?

Yes you don't need to call activate just add the chunk to the Material
that's it.

Andreas

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