Hi, I am new to OSG (and rusty with GLSL) and am having some problems, I hope someone can help since I cannot find any posts about it. It is a bit difficult to explain, I will do my best:
- I have two models; one .flt (a tank) and one .3ds (a plane). - Both have multiple textures to cover the entire model. The .flt model has two different sets (one normal and the other a heat map). - The models are loaded into an osg::Node via osgDB::readNodeFile. - They display fine via the default render setup. Now I want to write a custom shader for some special effects. Somehow for each model the textures are already bound to the shader, without any coding from my side. I can access them by declaring a uniform sampler2D in the fragment shader and calling texture2D(samplerName, gl_TexCoord[0].st). The models display fine via this method. So even though I index one texture I am rendering all the textures from a set. I cannot figure out how to access the other texture set of the .flt model in the shader. Additionally I cannot find any textures in the nodes in normal code; getTextureAttributeList returns zero size. So how do I do this? Also I would like to know how it is possible that the shader renders all the textures in a set while only indexing one, does OSG automatically combine them into one texture during import? Thank you in advance! Cheers, Meessen ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61265#61265 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

