[osg-users] EXTERNAL: Re: Help on multitexturing..

Rowley, Marlin R marlin.r.rowley at lmco.com
Thu Apr 19 12:30:11 PDT 2018


I thought the sampler value was a pointer to a texture?

I set the texture unit to 1 because we’ll need the base texture unit 0 later on.  My goal is to turn on up to 10 texture units and blend them all together.

To be more clear, he is some more code:

mGroupState = mBoundGeometry->getOrCreateStateSet();
      mGroupState->getOrCreateUniform("BaseTexSampler", osg::Uniform::SAMPLER_2D)->set(mBaseColor.get());
      mGroupState->getOrCreateUniform("BaseWeight", osg::Uniform::FLOAT)->set(mBaseWeight);
      mGroupState->setTextureAttributeAndModes(BASE_TEXTURE_UNIT, mBaseColor, osg::StateAttribute::ON);

This sets the base texture unit 1 to be bound to the mBaseColor (which is a osg::ref_ptr<osg::Texture2D>) created before the function call.

Then, I do this right afterwards:

if (mNumLayers)
      {
            int indx = 0;
      osg::ref_ptr<osg::Texture2D> tex = mTextureMap[indx];// iter->second;
            mGroupState->getOrCreateUniform("TexLayerSampler0", osg::Uniform::SAMPLER_2D)->set(tex.get());
            mGroupState->setTextureAttributeAndModes(BASE_TEXTURE_UNIT + 1, tex, osg::StateAttribute::OVERRIDE);
      }

Here I get the texture from a std::map.  And then I set the sampler to be bound to the texture.  I then bind the texture unit 2 to the texture.

-M

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg at 01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.rowley at lmco.com<mailto:marlin.r.rowley at lmco.com>

From: osg-users [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, April 19, 2018 2:05 PM
To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
Subject: EXTERNAL: Re: [osg-users] Help on multitexturing..

Hi Marlin,
The sampler value should be an int, so you shouldn't pass a texture pointer to your setting of the TexLayerSampler0 second sampler.  Perhaps this was just a copy and paste error.
As a general note, normally one would assign a base texture on texture unit 0 rather than 1.

Robert.


On 19 April 2018 at 19:06, Rowley, Marlin R <marlin.r.rowley at lmco.com<mailto:marlin.r.rowley at lmco.com>> wrote:
Hello,

I’ve been wracking my brain all day on trying to figure out how to do this with no clear examples found online.

I have this set of calls in my C++:

mGroupState = mBoundGeometry->getOrCreateStateSet();
      mGroupState->getOrCreateUniform("BaseTexSampler", osg::Uniform::SAMPLER_2D)->set(mBaseColor);
      mGroupState->getOrCreateUniform("BaseWeight", osg::Uniform::FLOAT)->set(mBaseWeight);
      mGroupState->setTextureAttributeAndModes(BASE_TEXTURE_UNIT, mBaseColor, osg::StateAttribute::ON);

I’ve bound this base texture to texture unit (BASE_TEXTURE_UNIT = 1).

Later in the code, I have this in another function if I create another layer with another texture:


mGroupState->getOrCreateUniform("TexLayerSampler0", osg::Uniform::SAMPLER_2D)->set(tex);

            mGroupState->setTextureAttribute(BASE_TEXTURE_UNIT + 1, tex, osg::StateAttribute::ON);

Where I’ve created a second texture and want it to reside in texture unit 2.

However, in my shader code when indexing the TexLayerSampler0, I only get base texture.

finalColor = texture(TexLayerSampler0, LayeredTexCoords[0].st);

Which is wrong.  I’m stil trying to figure out OpenGL and how it works along with OSG so sorry for the inexperience.

-M

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg at 01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.rowley at lmco.com<mailto:marlin.r.rowley at lmco.com>


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