[osg-users] Why is setTexCoordArray(0, texcoords) needed if array is modified in-place

Robert Osfield robert.osfield at gmail.com
Fri Jul 8 02:18:26 PDT 2016


Hi Florian,

What you are trying to achieve is perfect doable, why it's not working
for you isn't something we can determine given the code snippets
you've provided so far.  A minimal compilable example is the way to
go.

Robert.

On 8 July 2016 at 08:59, Florian Castellane
<fixed-term.florian.castellane at bosch.com> wrote:
> Hi Robert,
>
> Yes, I am indeed changing the texcoord array at the indices relevant to the part of the geometry I am texturing.  :o
>
> You can indeed see in the code that I am accessing the texArray using
> (*texArray)[idx] ... which is actually short for
> Code:
> (*texArray)[ (*indices)[id] ]
>
>   8)
>
> I'll try to produce a minimal compileable code to further showcase the issue as you are advising. Let me get back on that.
>
> For dynamic texture coordinates, I thought you had to pass them to the shader through the texCoord array in the geometry for texturing unit N (aka) settexcoords(N, texCoord) in order for the shader to get this texCoord array as attribute vec2 osg_MultiTexCoordN in the shader. Can you detail what you are suggesting instead?
>
> Thank you!
>
> Cheers,
> Florian
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68049#68049
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



More information about the osg-users mailing list