I can appreciate your stance on going to shaders, and I completely agree.
I'd like to quickly prototype this up and swapping to shaders will,
unfortunately, take me a little bit. Is there an example of modifying the
texture matrix? Also would I be better of attaching an update callback to
the state set itself?

Thanks, Sam

On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt <
[email protected]> wrote:

> As always I'd suggest shaders, as fixed function pipeline has been
> deprecated 10 years ago ;-)
> You could use the osg_SimulationTime uniform to modify the uv-coordinates
> based on the time passed.
> Else you will need to modify the texture matrix each frame (like in the
> suggested callback)
>
> Cheers
> Sebastian
>
> Hi All,
>
> I have individual nodes that have textures on them that animate; That's to
> say the texture moves not the actual mesh. I've been trying to figure out
> how to accomplish this in OSG. Is there a way to define a texture matrix
> that does movement? The only other way I can think of is manipulating the
> UV coordinates in an update callback.
>
> Thanks, Sam
>
>
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