Works now, it was the setClientActiveTextureUnit that did the trick!
Thanks.
/Anders
On 6/15/07, Anders Backman <[EMAIL PROTECTED]> wrote:
So at what point did you store the _activeContextID member attribute?
as it is only valid during a current Draw phase.
On 6/15/07, Serge Lages <[EMAIL P
So at what point did you store the _activeContextID member attribute?
as it is only valid during a current Draw phase.
On 6/15/07, Serge Lages <[EMAIL PROTECTED]> wrote:
Hi Anders,
I remenber having such a problem with CEGUI and multitexturing, here is my
drawImplementation which works fin
Hi Anders,
I remenber having such a problem with CEGUI and multitexturing, here is my
drawImplementation which works fine now :
void CEGUIDrawable::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::State*state = renderInfo.getState();
if (state->getContextID() != _activeCon
Hi all (again).
Now to another issue.
I have an implementation of a CEGUI integration into OSG.
It has been working just fine, up until where I have a multitextured
Spider (rendered using ReplicantBody) in the scene.
As far as I know and can see, ReplicantBody does not set any states
explicitly