Re: [osg-users] glActiveTextureARB in OSG

2009-03-12 Thread Großer Martin
Hello Robert, I'd like to use a OSG class. But I don't know which class I can use. There are no way to change the active texture in osg or can I reset the opengl state machine? After the rendering ( frame() ) the active texture is not TEXTURE0_ARB, but that is what I need. Cheers, Martin Am

Re: [osg-users] glActiveTextureARB in OSG

2009-03-12 Thread Robert Osfield
Hi Martin, On Thu, Mar 12, 2009 at 10:36 AM, Großer Martin grosser.mar...@gmx.de wrote: I'd like to use a OSG class. But I don't know which class I can use. There are no way to change the active texture in osg or can I reset the opengl state machine? After the rendering ( frame() ) the active

Re: [osg-users] glActiveTextureARB in OSG

2009-03-12 Thread Großer Martin
Hello Robert, first ist works fine with setActiveTextureUnit(0)! Now I would like to specify my request. I create my Scene and build on my scenegraph and render my scene with frame(). I use a gtk embedded viewer like the osgviewerGTK-Example. After the rendering I use a own render to texture

Re: [osg-users] glActiveTextureARB in OSG

2009-03-12 Thread Thrall, Bryan
Großer Martin wrote on Thursday, March 12, 2009 7:20 AM: Hello Robert, first ist works fine with setActiveTextureUnit(0)! Now I would like to specify my request. I create my Scene and build on my scenegraph and render my scene with frame(). I use a gtk embedded viewer like the

[osg-users] glActiveTextureARB in OSG

2009-03-11 Thread Großer Martin
Hello all, I want to use the glActiveTextureARB in my Programm, but it doesn't work. I get the message that the glActiveTextureARB is not declared in this scope. I think the problem is the nvidia driver. It replace the OpenGL headers. But in OSG it works fine, but why? I would like change the

Re: [osg-users] glActiveTextureARB in OSG

2009-03-11 Thread Robert Osfield
Hi Martin, The OSG queries OpenGL extensions at runtime, so even if the header doesn't contain the function then it'll be able to pick it up from the driver. As a general note, I'd recommend avoiding calling OpenGL yourself, and port your code across to using the OSG classes to do the OpenGL

Re: [osg-users] glActiveTextureARB in OSG

2009-03-11 Thread Jason Daly
Robert Osfield wrote: Hi Martin, The OSG queries OpenGL extensions at runtime, so even if the header doesn't contain the function then it'll be able to pick it up from the driver. As a general note, I'd recommend avoiding calling OpenGL yourself, and port your code across to using the OSG