Hi Licu if I am to represent the terrain
> thru normal geometry how do I encode multiple layers > of textures (using multi-textures and multi-pass if > necessary)? How can I use the same osg::Geometry but > with different render states and textures?
Just my 2 cents about multi-pass: if you need to fall back to this approach (rather than the multi-stage, which is more efficient, but sometimes does not give the result you want) I had implemented it using multiple inheritance in the graph. You can have 2 different geodes, each with its own stateset (with texturing, alpha and depth modes, etc.) as parents of the same geometry. Then you attach those geodes to the same group; the order in which you call group->addChild(geodes[pass_i]) is simply the order in which passes are drawn. -- Thibault
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