Nevermind! As always, simply searching OSG popped up what I needed. Thanks!

On Wed, Aug 26, 2015 at 3:10 PM, sam <[email protected]> wrote:

> 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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>>
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>
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