On Thu, Feb 17, 2005 at 02:21:13PM +0100, Vincent Honnet wrote:
> Hello Manfred,
>
> I have really problems with that... I didn't achieve to get the
> TextureChunk. Well.... my Code is:
>
> MFStateChunkPtr chunk = simpleTextureMaterial->getChunks();
> for(MFStateChunkPtr::const_iterator i = chunk.begin(); i !=
> chunk.end(); i++)
> {
> if((*i)->getClassType()==TextureChunk::getClassType())
> {
> TextureChunkPtr textChunk = TextureChunkPtr::dcast(*i);
> if(m_bTransparent)
> {
> textChunk->setInternalFormat(GL_INTENSITY);
> textChunk->setExternalFormat(GL_LUMINANCE);
> }
> }
> }
>
> Do I the right way ?
>
> Otherwise, I tried to give a TextureChunk to SimpleMaterial with the
> given internal and external format, but I didn't get transparent
> textures. I thing I'm doing something the wrong way. I hope you can help me.
That is exactly how I would do it. Sorry I am lost here. Someone else
need to comment on that. Maybe you need to call some update function
of the Material or the Chunk in order to make the changes effective.
Maybe you also need a BlendChunk for rendering semitransparent objects.
Another possibility is to assemble your material based on ChunkMaterial
and just add the chunks you require: TextureChunk, MaterialChunk etc.
That's how I do it in my implementation.
Manfred.
======================================================================
Manfred Weiler [EMAIL PROTECTED]
Visualisierung und Interaktive Systeme Telefon: 0711/7816-208
Universitaet Stuttgart, IfI FAX: 0711/7816-340
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