Re: [osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Trajce Nikolov NICK
ah, I missread it. from your original post the map texture was not initialized and was used later in the statest. I had to write something like: osg::ref_ptr map = new osg::Texture2D; stateset->setTextureAttributeAndModes( 0,map); if you post your code in whole then the chance to get help if high

Re: [osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Gaëtan André
Hi, Thank you for the reply. I am not quite sure to understand your answer. Do you mean I should do this : //does not display the texture osg::StateSet* stateset = HUD_camera->getOrCreateStateSet(); osg::ref_ptr lm = new osg::Texture2D; stateset->setTextureAttributeAndModes( 0,map); lm->setImag

Re: [osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Trajce Nikolov NICK
Hi, initialize the texture and then reference it, in that order osg::ref_ptr lm = new osg::Texture2D; stateset->setTextureAttributeAndModes( 0,map); Nick On Sun, Jun 9, 2013 at 3:02 PM, Gaëtan André wrote: > Hi, > > I am trying to understand how texture ande Image are working > > //some initi

[osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Gaëtan André
Hi, I am trying to understand how texture ande Image are working //some initialized texture with contents osg::ref_ptr map //displays correctly the texture osg::StateSet* stateset = HUD_camera->getOrCreateStateSet(); stateset->setTextureAttributeAndModes( 0,map); //does not display the text

Re: [osg-users] PrecipitationEffect blending of particles

2013-06-09 Thread Robert Osfield
On 7 June 2013 17:11, Louis Bouchard wrote: > any thoughts? To do the effect you are after you are best to just write out own particle system using a fixed osg::Geometry and then using shaders to animate the textures. It should be possible to scale up to 100,000's of particles using shaders. Yo