Hi, thanks very much for the advices.
I now have a basic MultitextureControl example working that fades a single
texture.
However I cant seem to activate texture unit 1. The following example only
shows the texture if I set unit to 0:
Code:
addDrawable(new osg::ShapeDrawable(new osg::Cone()));
texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile("brick1.TGA"));
int unit = 1; // works fine when unit=0
getOrCreateStateSet()->setTextureAttributeAndModes(unit, texture);
Like lights, is only texture 0 activated by default? Am I missing something to
activate the texture?
> The other way to do it is use a 3D texture and then vary the r coord. See
> the osgtexture3D example for an example of this.
>
hi Robert: is there an advantage to this technique or has it been obsoleted by
MultitextureControl?
Julia
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9874#9874
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