Hi Yann,
Yann Mazel wrote:
> Hi !
>
> I'm encountering a strange behaviour trying to link 2 different
> textureChunks to a fragment shader. I'm using OpenSG 1.8
> I want to access 2 different textures in my fragment shader to do some
> depth related blending. But when I access my uniform sampler2DRects in the
> shader I get the same texture in both samplers. Nevertheless I checked the
> 2 TexChunk->getGLId() indexes and they have different values...
> I also assume I'm in a non-standard OpenSG behaviour AFAI'm on server code
> (I retrieve the client-side declared shaderChunkPtr via the
> the()->getFieldContainerStore() technique, many thanks Dirk). Do you think
> my problem is related to this ?
Without code there is only the basic questions of what can go wrong: Do you set
your sampler variables to the correct slots (i.e. the same ones that are used
in
the TextureChunks)? The samplers actually need to the slot or texture unit
you're using, not the texture id. You also need to have both TCs bound to the
Material with the shader for them to be active.
Can you post the snippet of your code that creates the material?
Hope it helps
Dirk
------------------------------------------------------------------------------
Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are
powering Web 2.0 with engaging, cross-platform capabilities. Quickly and
easily build your RIAs with Flex Builder, the Eclipse(TM)based development
software that enables intelligent coding and step-through debugging.
Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users