Hi Roger, Roger James wrote: > I apologise in advance for this being somewhat off topic, but this was > the best place I could think of for a quick answer. > > > Q. In an OpenGL fragment shader program, how do I find out which texture > units are currently active?
If by active, you mean they're enabled for fixed-functionality texturing, then no, there is not a built-in GLSL uniform to query the fixed-functionality enable state of texture units. > The reason I ask this is that I am trying to add a procedural texture to > part of my scene graph. Other built in functionality texture units may > well also be active at this point. > > Because the fragment shader replaces all the built in texture processing > I need to know whether to apply these texture within the shader as well. Your app will need to convey that information via uniforms. > The fragment shader function texture2D seems to return vec4(0,0,0,0) > when no texture is assigned, but this does not seem to be documented. So > can I rely on it? I would not, unless the Spec clearly defined that behavior. Cheers -- mew _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
