Hi Robert, I understand the multitexturecontrol example, I modified it and slenderized it, so that I simply can shift the textureWeight between my two examples.
But the output is not correct. I suppost my model is not correct textured. therefore I need to know what a) the right structure is or b) what the reight procedure is to generate the right structur. Unfortunately the is no doc so I failed to learn it myself. My startingpoint: I have a model, which has a texture. Aditionally I have a not used 2nd texturefile, which I'd like to ambed as second user, so I can switch between texture1 und texture 1 ( day texture and night texture). I load my model, and put it after an osgFX::MultiTextureControl node. if i switch textureweight, it changes the look, the background behind the texture changes, and if I focus totaly to the second texture, no texture is visible. what wiiould be the correct way to texturize my model. Because one texturunit is in use, I suppose the textureVertices shouldn't be any problem, because they exist already. I simply want to change change the texture. This was my code to add the 2nd texture: Code: bool airportCreator::addTexture( osg::Node* node_, std::string textureFile_, int textureUnit_) { // check to see if we have a valid (non-NULL) node. // if we do have a null node, return NULL. if ( !node_) { return false; } osg::Geode* geode = getFirstGeode( node_ ); if (!geode) return false; osg::Texture2D* texNode = new osg::Texture2D; // protect from being optimized away as static state: texNode->setDataVariance(osg::Object::DYNAMIC); // load an image by reading a file: osg::Image* texImage = osgDB::readImageFile(textureFile_); if (!texImage) { qDebug() << "Error couldn't find texture '" << textureFile_.c_str() << "', quiting."; return false; } // Assign the image we read from file to the texture: texNode->setImage(texImage); // Assign texture Node to node. //node_->getOrCreateStateSet()->setTextureAttributeAndModes( textureUnit_, texNode, osg::StateAttribute::ON ); geode->getStateSet()->setTextureAttributeAndModes( textureUnit_, texNode, osg::StateAttribute::ON ); return true; } Can you help me? Thank you in advance, Torben ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21863#21863 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org