Hi, Linda
> ss->setTextureAttribute(1, tileImgLay);
This line is actually does not do anything because default value for 3rd
parameter is osg::StateAttribute::OFF
You should use either
ss->setTextureAttributeAndModes(1, tileImgLay);
or
ss->setTextureAttribute(1, tileImgLay, osg::StateAttr
On 6/11/2011 8:14 AM, Chris 'Xenon' Hanson wrote:
Also, is there a limit to the amount of textures I could load into GPU. I
tried loading 25 4096by4096 textures and it crashes when I tried to load more.
Is there any ways to increase the amount that I could load?
It's just limited by mem
On 6/10/2011 11:04 PM, Linda Lee wrote:
> Hi,
> I need to handle multiple textures in glsl. Any suggestions how do I do it?
> Should I use sampler2DArray? How do I use it? Any links I could take
> reference from?
Don't use 2DArray unless the textures really are related. Just use multiple
, 2011 11:42 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Passing multiple textures in glsl
Hi,
Forgot to mention to I have this msg when I run the application.
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
Thank you!
Che
Hi,
Forgot to mention to I have this msg when I run the application.
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
Thank you!
Cheers,
Linda
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40375#40375
___
Hi,
Nope. The typo is caused when I cut and paste into the posting textbox. I am
quite sure the textures were loaded correctly.
Any idea what is causing the problem? :(
Thank you!
Cheers,
Linda
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=4
] On Behalf Of Linda Lee
Sent: 11 June 2011 09:48
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Passing multiple textures in glsl
Hi,
I tried add these lines into my code:
osg::Texture2DArray* tileImgLay;
tileImgLay = new osg::Texture2DArray;
tileImgLay
Hi,
I did not get any compiler error. The application runs successfully. However,
the texture did not seem to be loaded into the shader code. The image rendered
as black in color.
As the lines, Where should I add them?
#version 120
#extension GL_EXT_gpu_shader4 : enable
#extension GL_EXT_t
Hi,
Am 11.06.11 10:47, schrieb Linda Lee:
> and in the fragment shader:
>
> uniform sampler2DArray test;
>
>
> and access it using:
>
> gl_FragColor = texture2DArray(test, vec3(0, 0, 0));
Do you get any compile-error for your shader?
I had to add these lines to get texure2D
Hi,
I tried add these lines into my code:
osg::Texture2DArray* tileImgLay;
tileImgLay = new osg::Texture2DArray;
tileImgLay->setTextureSize(128, 128, 2);
tileImgLay->setUseHardwareMipMapGeneration(false);
tileImgLay->setImage(0, osgDB::readIma
Hi,
I need to handle multiple textures in glsl. Any suggestions how do I do it?
Should I use sampler2DArray? How do I use it? Any links I could take
reference from?
Also, is there a limit to the amount of textures I could load into GPU. I
tried loading 25 4096by4096 textures and it crash
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