Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in this code
line :
stateSet - addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D ,
stTexture , 1 ) ) ;
does not choos a texture, but sets the number of elemets in the uniform ( one
sampler2D ).
The texture unit
Hi Peter,
try
stateSet - addUniform( new osg::Uniform( stTexture , 0 ) ) ;
instead;
Regards,
-Fred
- Peter Wrobrl particlepe...@gmx.de a écrit :
Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in
this code line :
stateSet - addUniform( new osg::Uniform(
Figured it out finally.
Need to use :
stateSet - addUniform( new osg::Uniform( stTexture , 0 ) ) ;
stateSet - setTextureAttributeAndModes( 1 , projTexture ,
osg::StateAttribute::ON ) ;
stateSet - addUniform( new osg::Uniform( projectionTexture , 1 ) ) ;
Instead of :
stateSet - addUniform( new
Hi,
that was classic, thx Fredric :-)
Thank you!
Cheers, searching for the Pivot of my Soul, PP !!!
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Hi,
Am following osgstereomatch example, but can't find my mistake.
Trying to use two Textures in a Fragment Shader, with one set of geometry
texCoordArray and one with Screen Projected Coordinates.
I include an .osg file in my programm which has properly textured geometry. The
.osg file has
Hi Peter,
On 21/10/10 12:05 , Peter Wrobrl wrote:
So first I generate a StateSet for my Group Node and just add a sampler 2D
Uniform, so
that the original fileTexture ( should be ) is available in my Shader :
stateSet - addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D ,
stTexture , 1
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