Hi Vincent,
the code is correct but doesn't work for SimpleTexturedMaterial as the
TextureChunk is hold internal not in the chunks list of the base class.
Creating a SimpleMaterial with a TextureChunk should work.
Andreas
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.
Vincent
Manfred Weiler wrote:
Hello Vincent,
I'm sorry, I'm new with OpenSG. How should I get the TextureChunk of
my SimpleTexturedMaterial ? Do I the right way with a
SimpleTexturedMaterial ?
SimpleTexturedMaterial is derived from ChunkMaterial and among other
chunks it uses a TextureChunk for the texturing. You should be able
to query for the TextureChunk using ChunkMaterial::getChunks and
checking each chunk for the type TextureChunk::getClassType().
Manfred.
======================================================================
Manfred Weiler [EMAIL PROTECTED]
Visualisierung und Interaktive Systeme Telefon: 0711/7816-208
Universitaet Stuttgart, IfI FAX: 0711/7816-340
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