Hi Marlin,
Re-phrasing Roberts advice:
osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_2D,
"NameOfTheSamplerInGLSL");
sampler->set(0); //assign unit
ss->addUniform(sampler);
ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute:ON );
osg::Uniform* sampler_1 = new
Hi Marlin,
The sampler value should be an int, so you shouldn't pass a texture pointer
to your setting of the TexLayerSampler0 second sampler. Perhaps this was
just a copy and paste error.
As a general note, normally one would assign a base texture on texture unit
0 rather than 1.
Robert.
Hello,
I've been wracking my brain all day on trying to figure out how to do this with
no clear examples found online.
I have this set of calls in my C++:
mGroupState = mBoundGeometry->getOrCreateStateSet();
mGroupState->getOrCreateUniform("BaseTexSampler",
3 matches
Mail list logo