For solution #1, just create a single image file containing both textures, then go back into your modeling software and set the texture coordinates so that they index into the appropriate portion of the new combined image. You might also take a look at the osgUtil::Optimizer, which has an option to create a texture atlas. For solution #2, you should have a single osg::Geode with two osg::Geometry objects added to it. The two Geometry objects can share the same vertex array, if that makes things easier. Each Geometry has its own StateSet, so each can have its own texture. I hope that helps. -Paul
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aitor Arrieta Sent: Thursday, October 09, 2008 9:57 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Using different textures for the same geometry Hi all First of all, this is my first time writing here so sorry if I do something wrong... Here is my question. I have an obj file, which I have exported from Poser. I have modified this file in order to have only one geometry, that is, there is only one osg::node. This new file works fine in my application and I can see the figure with no problems. However, the problem comes when I try to apply the original textures to this figure, because I have more than one image files for the single osg::Node. As far as I know, there could be two different solutions for this problem: 1- Create a single texture combining all the textures I have and then apply it to the node 2- Apply a different texture to each vertex group For the first one, I have googled for some days and I am not able to find a program which can do it. For the second one, I know which vertex should be with any of the different textures, but I do not know the way to do it from c++ using the osg libraries. Can anyone please help me? I know that my explanation was not very good so if you need further information just ask for it. Thank you very much in advance. Regards, Aitor
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