Paul,
I think what Steve is trying to figure out is a way to run his shader without
stepping on any existing textures loaded for a particular model.
Steven - I don't know, but there might be a more generalized way to get the
number of in-use textures for a scenegraph / node. My thought was t
Steven Powers wrote:
In practice, I'm creating 2 textures and storing shader relevant data in them.
I'm assigning them to the state set using setTextureAttributeAndModes(1,...) and setTextureAttributeAndModes(2,...) but some objects in the scene must also have textures defined for these texture u
I'm using OSG v2.4.
I'm having some problems with conflicting texture unit ID's.
In practice, I'm creating 2 textures and storing shader relevant data in them.
I'm assigning them to the state set using setTextureAttributeAndModes(1,...)
and setTextureAttributeAndModes(2,...) but some objects in
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