Hi Florian, What you are trying to achieve is perfect doable, why it's not working for you isn't something we can determine given the code snippets you've provided so far. A minimal compilable example is the way to go.
Robert. On 8 July 2016 at 08:59, Florian Castellane <[email protected]> wrote: > Hi Robert, > > Yes, I am indeed changing the texcoord array at the indices relevant to the > part of the geometry I am texturing. :o > > You can indeed see in the code that I am accessing the texArray using > (*texArray)[idx] ... which is actually short for > Code: > (*texArray)[ (*indices)[id] ] > > 8) > > I'll try to produce a minimal compileable code to further showcase the issue > as you are advising. Let me get back on that. > > For dynamic texture coordinates, I thought you had to pass them to the shader > through the texCoord array in the geometry for texturing unit N (aka) > settexcoords(N, texCoord) in order for the shader to get this texCoord array > as attribute vec2 osg_MultiTexCoordN in the shader. Can you detail what you > are suggesting instead? > > Thank you! > > Cheers, > Florian > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68049#68049 > > > > > > _______________________________________________ > 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

