Hi Marcus, The OSG just passes things through to OpenGL, so OpenGL docs on texture units will help you.
In the case of ShadowMap it could simply be that the shader isn't picking up on the new texture unit. Robert. On 6/28/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
Hello, yeah, because I am still quiet a newbie, I have a question about texture units. How is this handled in osg? I know that I can set it over getOrCreateStateSet()->setTextureAttributeAndModes( texture unit, ... ), but what is it doing? I searched a little bit in the stateset class, but I couldn't found an answer. If I set the texture unit e.g. to 2, what means this? Means it that my texture is corresponding to the ID = 2 and can I set it to 2 if I have no texture at ID = 1? Another question, what is the corresponding to glGenTextures(...)? I ask this because I played a little bit with the osgShadowMap. The problem is, when I create a shadowMap and set its texture unit to 2, the shadows were gone and I don't know why. If I set it to 0, it uses no base texture, this sounds logical to me. I know, that are many questions, but perhaps someone kann push me in the right direction ;) Marcus -- ---------------------------------------------------------------- Marcus Fritzen E-mail: [EMAIL PROTECTED] University Koblenz Triererstr. 105, 56072 Koblenz, HIWI FB4 Herr Jackel ---------------------------------------------------------------- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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