I do not get it to work .... I follow these steps:

Code:
// load texture as an image
imgTexture = osgDB::readImageFile("model/BAKE_OVERRIDE.jpg");
// if the image is successfully loaded
if (imgTexture)
{
        imgTexture->allocateImage(3500, 3500, 1, GL_RGBA, GL_UNSIGNED_BYTE);
        // create a new two-dimensional texture object
        texAvatar = new osg::Texture2D;
        // set the texture to the loaded image
        texAvatar->setImage(imgTexture);
}
node->getOrCreateStateSet()->setTextureAttributeAndModes(1, texAvatar, 
osg::StateAttribute::ON);
node->getOrCreateStateSet()->addUniform(new osg::Uniform("editedMap", 1));

 // tell the camera to use OpenGL frame buffer objects
 //getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
getCamera()->attach(osg::Camera::COLOR_BUFFER1, imgTexture);


and shder code:

Code:

uniform sampler2D baseMap;
uniform sampler2D editedMap;
uniform vec3 interPos;
varying vec4 color;
varying vec2 Texcoord;
varying vec3 position;

void main( void )
{
    float radio = 3.0;
    vec3 a = position - interPos;
    float dist = sqrt((a.x*a.x)+(a.y*a.y)+(a.z*a.z));    
    vec4 paintColor = vec4(1.0,0.0,0.0,1.0);
    if(dist<radio){
        gl_FragData[0] = texture2D( baseMap, Texcoord ) * color + paintColor;
        gl_FragData[1] = paintColor;
    }
    else{
        gl_FragData[0] = texture2D( baseMap, Texcoord ) * color;    
    }
    
}


I comment FBO activation line because I'm using OSG on Qt and gime me errors 
activating this option...
I check to see if there are changes in the texture storing the image, but there 
aren't:

Code:
osgDB::writeImageFile(*texAvatar->getImage(),"koko.jpg");



Thank you!

Cheers,
Aitor

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32463#32463





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