Hi Joseba,
Your mistake seems to be in your shaders. Let's examine:
// Vertex Shader
varying vec2 Texcoord;
void main( void )
{
gl_FrontColor = gl_Color;
gl_Position = ftransform();
Texcoord = gl_MultiTexCoord0.xy;
}
So here you're putting your texture coordinates into a varying called
Texcoord (that should be gl_TextureMatrix[0] * gl_MultiTexCoord0 by the
way).
// Fragment shader
uniform sampler2D baseMap;
varying vec2 Texcoord;
void main( void )
{
gl_FragColor = vec4(texture2D( baseMap,gl_TexCoord[0].st).xyz, 0.0);
}
Here you don't use your Texcoord varying, but instead use gl_TexCoord[0]
which has not been set by the vertex shader. That's probably why you're
getting a bad result, you're using an undefined variable.
Instead, you could forget using an varying and just do this in the
vertex shader:
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
And leave your fragment shader as it is.
J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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