Hi,
I tried add these lines into my code:
osg::Texture2DArray* tileImgLay;
tileImgLay = new osg::Texture2DArray;
tileImgLay->setTextureSize(128, 128, 2);
tileImgLay->setUseHardwareMipMapGeneration(false);
tileImgLay->setImage(0, osgDB::readImageFile("test1.bmp"));
tileImgLay->setImage(1, osgDB::readImageFile("est1.bmp"));
ss->setTextureAttribute(1, tileImgLay);
tileImgLay->setFilter( osg::Texture2DArray::MIN_FILTER,
osg::Texture2DArray::NEAREST);
tileImgLay->setFilter( osg::Texture2DArray::MAG_FILTER,
osg::Texture2DArray::NEAREST);
ss->addUniform( new osg::Uniform("test", 1) );
and in the fragment shader:
uniform sampler2DArray test;
and access it using:
gl_FragColor = texture2DArray(test, vec3(0, 0, 0));
However, it fail to work.
Any ideal why?
Thank you!
Cheers,
Linda
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40370#40370
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