Hi Franclin,

Yea doing it using a shader is easier and more flexible, but is there a
reason why we don't get access to do multitexture coordinates?

Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture
coordinates, so I can't really use that.

regards,
Peter



On Thu, Jul 10, 2008 at 1:27 AM, Franclin Foping <[EMAIL PROTECTED]> wrote:

> Hi Peter,
>  I have addressed this issue in my tutorial entitled "Tutorial 7:
> Texturing, multitexturing and positioning objects " (
> http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip
> ).
>  For your information, please note that it is not possible to apply a
> multitexturing on built-in shape drawable objects as texture coordinates are
> not accessible to coders. The easiest way around this problem will be to use
> shaders. Again, I have achieved this in tutorial 14.
>  All these tutorials are available in the official webpage in the Tutorial
> section. ''Yet Another Set of Beginner Tutorials'
>  Hope to have answered your question.
>  Regards,
>  Franclin.
>
> *Peter Wraae Marino <[EMAIL PROTECTED]>* a écrit :
>
>   Hi users,
>
> I have create simple quad using osg::Geometry and I would like to apply
> multitextering to it.
> I'm missing a way to set "glMultiTexCoord" using OpenSceneGraph.
>
> Is there a way one can set glMultiTexCoord?
>
> regards,
> Peter
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