[osg-users] glActiveTextureARB in OSG

Großer Martin grosser.martin at gmx.de
Thu Mar 12 05:19:53 PDT 2009

Hello Robert,

first ist works fine with setActiveTextureUnit(0)! Now I would like to
specify my request. I create my Scene and build on my scenegraph and
render my scene with frame(). I use a gtk embedded viewer like the
osgviewerGTK-Example. After the rendering I use a own "render to texture
class". This class based on OpenGL only. I use glCopyTexImage2D to
translate the renderdata in the texture and project the texture on a
plane. But if the active texture unit > 0 it doesn't work. That is the
reason to change the active texture after the rendering.

Thats my new line after frame():


Cheers, Martin

Am Donnerstag, den 12.03.2009, 10:45 +0000 schrieb Robert Osfield:
> Hi Martin,
> On Thu, Mar 12, 2009 at 10:36 AM, Großer Martin <grosser.martin at gmx.de> wrote:
> > I'd like to use a OSG class. But I don't know which class I can use.
> > There are no way to change the active texture in osg or can I reset the
> > opengl state machine? After the rendering ( frame() ) the active texture
> > is not TEXTURE0_ARB, but that is what I need.
> Use osg::State::setClientActiveTextureUnit(unsigned int unit);
> It's implementation as:
> bool State::setClientActiveTextureUnit( unsigned int unit )
> {
>     if (unit!=_currentClientActiveTextureUnit)
>     {
>         if (_glClientActiveTexture && unit < (unsigned int)_glMaxTextureCoords)
>         {
>             _glClientActiveTexture(GL_TEXTURE0+unit);
>             _currentClientActiveTextureUnit = unit;
>         }
>         else
>         {
>             return unit==0;
>         }
>     }
>     return true;
> }
> I would however recommend using OSG objects to do rendering, as well
> as my previously stated reasons it also will mean that you won't have
> clunky high level code trying to manage drawing of the OSG and OpenGL
> code.  For instance you meantion rendering after viewer.frame() which
> suggests you're making the assumption that you are working on a single
> graphics context single thread and that the viewer hasn't released the
> graphics context.  You can do all of these things but you have to know
> what you are doing.
> If you do things in the scene graph, all the management of multiple
> graphics contexts and threading will just fall out for free.
> Robert.
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