Only your terrain have texture and for your trees - function call 
texture2D(baseTexture, gl_TexCoord[0].st) return black (0,0,0,1). Your trees 
have per-vertex color attribute, and your ground dont(?) (i dont know to what 
value it defaults). Simplest options to fix this - set 1x1 white texture to 
your trees or add color array to ground (with black color values) and use 
texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color, or write different 
shaders (one version with texture, one without). If gl_Color defaults to black 
without color array, you can use vec4 color = texture2D(baseTexture, 
gl_TexCoord[0].st) + gl_Color; without any changes.

30.01.2012, 17:30, "Ethan Fahy" <[email protected]>:
> 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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