I should have mentioned before that only the red channel is of any importance; There is a viewer further down the pipeline that picks up the red channel values from the framebuffer so the green and blue channels don't matter at all. I just set the green and blue channels to the red channel in case I ever want to use a different viewer and see things in grey-scale.
I tried to do a bit of research on GLSL texture binding but am very confused by it and not sure what I could change about my shader to fix binding issues. I tried using this line: Code: vec4 color = texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color; thinking that by adding the texture color to the tree colors I might get the correct result. This actually makes me see both the terrain texture and the tree colors. This may then be the correct solution, but I'm not sure if it is really doing what I think it's doing... ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45118#45118 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

