Hi again,
thanks, now with this information it changes all my perspective about the
textures (I'm less concerned :) ).

the example I was talking about was GLSL example, and I think it worked only
because probably the default value for the uniform sampler is zero and the
texture unit in the stateset was zero.

thanks a lot,
 Guy.

----- Original Message -----
From: "Ulrich Hertlein" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Thursday, June 07, 2007 11:53 AM
Subject: Re: [osg-users] Re: Re: Asking again about states in shaders,
andtexturing issues (Ulrich Hertlein)


> Hi Guy,
>
> Guy Lifchitz wrote:
> > ... Thanks for answering. I looked at the samples. Please help me verify
that I understand
> > correctly the texturing process: 1. The samplers uniforms are only
integers for the texture unit.
> >
> Yes.
>
> > 2. When creating osg::Texture{nD} object the actual glGenTexture
function is called and the
> > object is created on the graphics card.
>
> Exactly. The osg::Texture objects contain the OpenGL texture IDs.
> (Actually a list of IDs, one for each context.)
>
> > 3. When binding texture to stateset you only state the texture unit.
>
> You state the texture unit that the osg::Texture should be bound to.
>
> > 4. When rendering, the stateset binds the texture object using the id
generated with the
> > osg::Texture object, and bind it to the texture unit set with for that
object in the stateset.
> >
> > am I right?
>
> Yes.
>
> > To use the texture in the shader I need to add uniform with the sampler
name I'm using in the
> > shader and set it's value to the texture unit I gave the stateset with
the osg::Texture?
>
> Yes.
>
> > now if all the above is true I still have two questions: 1. to bind 2
texture units to the same
> > texture object I only need to pass the same pointer of osg::Texture{nD}
with two different calls
> > to StateSet::setTextureAttribute that has different texture units?
>
> Yes. (Boy, you're systematic. ;-)
>
> > 2. I saw in some examples usage of sampler texUnit0 as the sampler of
the texture, but I haven't
> > seen in the C code any reference to that name, so I thought it might be
a built in uniform but I
> > also haven't seen it in the quick_ref. How does it work?
>
> I'm not aware of any built-in uniforms concerning textures in OSG.
> Do you mean an OSG example (if so, which) or a GLSL example.
>
> Cheers!
> /Ulrich
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>


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