Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman
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

Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman
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

Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Serge Lages
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

[osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman
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