Hi Cedric,
I believe the override keyword works in the other way: when you use it,
you override the attributes of objects that are below in the graph
hierarchy, for instance in the following scheme:
Switcher:
StateSet - tex0
- tex1 override
Geode
geom1
stateset - tex0
stateset - tex1
geom2
stateset - tex0
stateset - tex1
the tex1 from the Switcher StateSet will be used instead of the one
specified in the geoms.
That's exactly what happens in my application when I do the override in
the MatrixTransform.
Unfortunately, it does not work when I apply the same to the Switcher
stateset, don't know why...
Cheers,
Ricky
Cedric Pinson wrote:
> I thouth the keywords OVERRIDE should be use when you want to override
> the Attribute. So i would do something like that:
>
> Switcher:
> StateSet - tex0
> - tex1
> Geode
> geom1
> stateset - tex0 override
> stateset - tex1 override
> geom2
> stateset - tex0 override
> stateset - tex1 override
>
> In this sceme geom 1 et 2 will use for tex0 and tex1 from the switcher
>
> you can read the code here in include/osg/State in the function
> State::pushAttributeList
> It does not anwser directly to you questions but i hope it will help.
>
> Cedric
>
> Riccardo Corsi wrote:
>
>> Hi all,
>>
>> I'm after overriding some texture attributes in a hierarchy, following
>> the osgmultitexture example, from within a "MyTextureSwitcher" node
>> derived from osg::Group.
>> I basically want to load a new texture on layer 1 and try to mix/blend
>> it with the other existing texture on the underlying geometries.
>> The hierarchy I have is the following:
>>
>> MyTextureSwitcher
>> |
>> MatrixTransform
>> |
>> MatrixTransform
>> |
>> Geode
>> |-- geom1
>> |-- geom2
>>
>> Now if I try to set the values on the MyTextureSwitcher StateSet,
>> nothing happen (the new texture file is not even loaded).
>>
>> If I change the same attributes on the MatrixTrasform instead,
>> everything works nicely. The attributes I'm adding to override the
>> other are as well highlighted in the attached image (thanks orhialcon).
>> Of course, I'd like to do everything in the MyTextureSwitcher
>> stateset, as this is a node that I can add or remove to obtain
>> different effects.
>>
>> My code is:
>>
>> MyTextureSwitcher::Setup()
>> {
>> [...]
>> osg::StateSet* pSS = getChild(0)->getOrCreateStateSet(); //
>> working case
>> //osg::StateSet* pSS = getOrCreateStateSet(); // NOT working
>>
>> pSS->setTextureAttributeAndModes(1, mSwitchTex.get(),
>> osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
>>
>> osg::TexEnv* texenv = new osg::TexEnv;
>> texenv->setMode(osg::TexEnv::BLEND);
>> texenv->setColor(osg::Vec4(0.3f,0.3f,0.3f,0.3f));
>>
>> pSS->setTextureAttributeAndModes(1,texenv, osg::StateAttribute::ON
>> | osg::StateAttribute::OVERRIDE);
>> }
>>
>> Any clue why the second case is not working?
>>
>> Thank you,
>> Ricky
>>
>> ------------------------------------------------------------------------
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
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