Linda,

Any chance of a typo?? 

Looks like you intended the second image file to be the same as the first -
test1.bmp - except that the first letter is missing.

PhilT

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Linda Lee
Sent: 11 June 2011 09:48
To: [email protected]
Subject: Re: [osg-users] Passing multiple textures in glsl

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

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40370#40370





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