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From: Matthias B. <mb...@un...> - 2004-05-28 13:52:02
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Hi Enrico, hi Gerrit, isn't there an alternative by using ChunkMaterials (which would be needed anyway for the shaders)...? I thought about building your Chunks, I guess in Enrico's case something like Vertex/FragmentProgramChunk and the TextureChunks (for cubemaps there exist a dedicated CubeTextureChunk). Finally you put them all together in your material in the desired order (shaders, tex0, tex1 etc.) and apply that one material to the geometry... Correct me if I'm wrong - but that's the way it works for me, though...;) bw, Matthias On 28 May 2004 12:51:15 +0200, Enrico Borrione <de...@se...> wrote: > hi all, > I am trying to add some effects to my scene, via some nice fragment > programs. > My problem is that i dunno how to bind more than one texture to a > Geometry... > If i want that say MyTexture1 is binded to texture[0], in the OpenGL > architecture, and MyTexture2 to texture[1], is it enough to say OpenSG > something like: > > beginEditCP( Mygeo, Geometry::MaterialFieldMask); > Mygeo->setMaterial(Mytexture1); > Mygeo->setMaterial(MyTexture2); > endEditCP(Mygeo, Geometry::MaterialFieldMask); > > ? ( <-- damn question mark, it looks a bit stupid there all alone, but > that was a question after all) :) > > in my fp i'd like to retrive the tex with something like > > TEX ..., texture[0] , ... , CUBE (yeah they're cube maps) > > thanks to all, > and good w/e :) > enrico > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Opensg-users mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opensg-users |