Hi,
I think I have a simple question:
I have some textures. Now I will that they are presented for all nodes
to use in the actual aplication, instatiate by name. I think a way to do
that is to put the textures in a GroupNode, and then put it in the
scenegraph to send around. For not rendering I will set:
groupnode->setActive(false);
Here is peace of Code for that:
setUpTextureGoup(NodePtr act_tex_nd){
MaterialGroupPtr tex_temp = MaterialGroup::create();
...
tex_temp->setMaterial(MaterialGroupPtr::dcast
(act_tex_nd->getCore())->getMaterial());
...
...
if (this->texture_group == NullFC)
this->texture_group = Node::create();
...
this->texture_group->setCore(Group::create());
this->texture_group->addChild(tex_temp);
...
this->texture_group->setActive(false);
...
Did I need a geometry represention for to hold the texture, or will the
GroupNode enough so that I can put it into the scenegraph:
mgr->getRoot()->addChild(this->texture_group);
}
(The dots are for beginEditCP or endEditCP)
So this texture_group should be able to hold lots of textures and then
instantiate by a name like:
metal or glas
Can someone help, if this is a good way for to do that? I haven't
implemented it right now, so I can not say if it works?
Bye Marc
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