Thanks for posting the code it helped a lot. I did get the code to eventually
work. What I found was I needed to make sure the shader was active first, then
do the texture binds/ handle fetches. So what I found was I needed a top level
node with the shader activated at the state set, then a
David,
This may or may not be helpful, but a while back I made a bindless version
of osg::Texture2D here you can look at. It's mostly a experiment but you
might be able to glean something front it:
https://github.com/gwaldron/osgearth/blob/bindless/src/osgEarth/Texture
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