Hi Martin,

Can I do this without a glsl shader? A set of textures dependend on one 
TexCoordArray?

geometry->setTexCoordArray(1, geometry->getTexCoordArray(0));

Your data will not be copied CPU-side (one tex coord array for both units, the ref count incremented accordingly) but they will be uploaded twice so it may be slower than the shader version. But if you need to be fixed-pipeline then you don't have a choice, if you're going to multitexture then you'll be sending texcoords for more than one texture unit. I don't think there's a way to tell the fixed pipeline "use the same texcoords for two (or all) texture units".

Hope this helps,

J-S
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______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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