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
>
>
>
>
>
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