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
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
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
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
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
5 matches
Mail list logo