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 >> >> >> _______________________________________________ >> osg-users mailing >> [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

