Hi Torben,

I'm afraid there isn't much I can do to help you.  You have your data,
your expectations and your results in front of you, I don't.

Robert.

On Thu, Dec 24, 2009 at 4:53 PM, Torben Dannhauer
<[email protected]> wrote:
> 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
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to