On 3/1/06, Dirk Reiners <[EMAIL PROTECTED]> wrote:
>
>         Hi Josef,
>
> On Wed, 2006-03-01 at 11:29 +0100, Josef Grunig wrote:
>
> > That is not working for me; I already tried that because I supposed
> > the behaviour you explained here right now.
> >
> > The shader is OK because it works well with TextureChunk Nodes.
> > Instead, adding a shader and two textures to a SimpleTexturedMaterial
> > it got rendered black.
> >
> > Strange behaviour: if in the same model, with two different
> > geometries, I have both SimpleMaterial with a TextureChunk (which
> > works) and a SimpleTexturedMaterial, the second one gets rendered with
> > the SimpleMaterial's texture .
> >
> > I do this:
> >
> > GeometryPtr geo = GeometryPtr::dcast(curNode->getCore());
> > ChunkMaterialPtr material = ChunkMaterialPtr::dcast(geo->getMaterial());
> > if( material != NullFC ){
> >
> >   SimpleTexturedMaterialPtr texturedMaterial =
> > SimpleTexturedMaterialPtr::dcast(material);
> >   if (texturedMaterial != NullFC){
> >
> >      // found SimpleTexturedMaterialPtr
> >     texturedMaterial->addChunk(shader);
> >     texturedMaterial->addChunk(texture1, 1);
> >     texturedMaterial->addChunk(texture2, 2);
> >
> >   }
> >
> > }
> >
> > a workaround for me was to manually add (before my textures and
> > shader) a new textureChunk with the image taken from the
> > SimpleTexturedMaterial.
>
> Hmm, that smells fishy. I think I have an idea. The local chunks in the
> SimpleTextureMaterial are added after the chunks from the ChunkMaterial.
> Given that you use units 1 and 2, 0 should be free and used. Turns out:
> not so. There was a bug in the SimpleMaterial/SimpleTexturedMaterial
> about handling of chunks. Should be fixed now.

After your changes, it works!

Thank you Dirk,


Josef Grunig
www.blending-life.org


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