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





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