Hi Michael,

To do multi-texturing you simply apply multiple texture coordinate
arrays to the osg::Geometry, one for each unit you are using use
geometry->setTexCoordArray(unit, array);

Then on the StateSet you set up the textures on each unit you do
stateset->setTextureAttributeAndModes(unit, texture,
osg::StateAttribute::ON);

As for you pattern, I'm not quite sure what your after.  You'll just
need to set up you tex env blending, texture borders and texture
coordinates approrpriately.  Or perhaps just break your geometry up
into segments or use a single texture atlas.  I can't really point you
in any particular direction though without knowing what your after.
Sit down with an OpenGL docs to help guide yourself through it all.

Robert.

On 2/13/07, Michael Aulhorn <[EMAIL PROTECTED]> wrote:
Hey all!  I have a simple program that creates a flat geometry with 16
vertices. Now I want to apply 4 textures on it.

One texture works of course very well, but I don't know how to do this:

+---+---+---+
| 1 | 2 | 3 |
+---+---+---+
| 4 | 1 | 2 |
+---+---+---+
| 3 | 4 | 3 |
+---+---+---+

1..4 = different textures
+    = vertices

I

How has the osg::Vec2Array*'s to look like to achieve multiple textures?
I think every texture needs an texture array which has to be applied to
this geometry, right? And every texture array got the exact amount of
elements as the geometry got vertices, right?

My approach fails. I tried to apply 2 textures but the only thing i get
is a black plate with some red (one of my textures is red) fuzzy points.


Thanks for your help.

Michael


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