Paul, I think what Steve is trying to figure out is a way to run his shader without stepping on any existing textures loaded for a particular model.
Steven - I don't know, but there might be a more generalized way to get the number of in-use textures for a scenegraph / node. My thought was that you can run a visitor after loading in your models to determine how many textures are used. Then you can set your shaders to 2 available ones. Or pick high numbers (6,7) that have a high probability of not being used. Chuck On Aug 23, 2010, at 12:09 PM, Paul Martz wrote: > Steven Powers wrote: >> In practice, I'm creating 2 textures and storing shader relevant data in >> them. >> I'm assigning them to the state set using setTextureAttributeAndModes(1,...) >> and setTextureAttributeAndModes(2,...) but some objects in the scene must >> also have textures defined for these texture units. > > Are you also setting up corresponding sampler uniforms? > >> This causes an override of the data I've assigned to texture unit 1 and 2. >> Is there a way to keep this from happening? > > If some higher-level parent node assigns a texture to unit 1, and somewhere > in a subgraph, another node assigns a different texture to unit 1, then by > default the child subgraph's texture gets used. You can change this behavior, > to some extent, by specifying the OVERRIDE mode when you set the higher-level > parent node's texture StateAttribute. > > Aspects of state inheritance are well-documented in the Quick Start Guide. > -Paul > > _______________________________________________ > 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

