<div dir="ltr">Nevermind! As always, simply searching OSG popped up what I needed. Thanks!<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Aug 26, 2015 at 3:10 PM, sam <span dir="ltr"><<a href="mailto:brkopac@gmail.com" target="_blank">brkopac@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div>I can appreciate your stance on going to shaders, and I completely agree. I'd like to quickly prototype this up and swapping to shaders will, unfortunately, take me a little bit. Is there an example of modifying the texture matrix? Also would I be better of attaching an update callback to the state set itself?<br><br></div>Thanks, Sam<br></div><div class="HOEnZb"><div class="h5"><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF">
As always I'd suggest shaders, as fixed function pipeline has been
deprecated 10 years ago ;-)<br>
You could use the osg_SimulationTime uniform to modify the
uv-coordinates based on the time passed.<br>
Else you will need to modify the texture matrix each frame (like in
the suggested callback)<br>
<br>
Cheers<br>
Sebastian<br>
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<div>Hi All,<br>
<br>
</div>
I have individual nodes that have textures on them that
animate; That's to say the texture moves not the actual mesh.
I've been trying to figure out how to accomplish this in OSG.
Is there a way to define a texture matrix that does movement?
The only other way I can think of is manipulating the UV
coordinates in an update callback.<br>
<br>
</div>
Thanks, Sam<br>
</div>
<br>
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