(Don't know how this originally got into 'Submissions' sorry) Hi, my name is Harald Scheirich and I am one of the enigneers on the open source OpenSurgSim project (Can't post the link due to Forum restrictions www-opensurgsim-org). We are currently using OSG as a rendering layer.
I am currently in the process to try and extend our shading system with better shaders, but I have run into a snag with textures used in renderpasses (e.g light depth map for shadowing) conflicting with 'local' textures e.g. diffuse color texture assigned to objects. We currently don't manage texture units for the passes and I was wondering what methods people use to prevent the assigned units from clashing ? I can see just 'manually' assigning ranges of available units to geometry and not encroaching on those when running a render pass. Another one would be to use materials that are separate from the geometry so the geometry can be rendered without textures ? Am I missing anything ? Is there a way to prevent the binding of textures in lower levels of the tree ? I did try to just setting the texturing mode to OFF, but that does not seem to prevent texture binding from happening which is what is causing the problem in the first place. Is there a way to do this just by a correct combination of TextureMode, TextureAtttributeAndModes ? I'd be happy to provide more information if needed ... Thank you! Cheers, Harald ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59765#59765 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

