Trying to load an OSG model with textures allocated in textureUnit1


I want to render an Openscenegraph model with textures under two constraints:

1) Using shaders (opengles20) 2) Uploading the textures to the textureUnit1 on the GPU (NO the default textureUnit0)

I thought I was doing right but still I am getting non textured models (only the mesh).

Here are the shaders (notice that I use gl_MultiTexCoord1):

static const char gVertexShader1[] = { "varying vec2 texCoords;\n" "void main()\n" "{\n" " texCoords = gl_MultiTexCoord1.st;\n" " gl_Position = ftransform();\n" "}\n" }; static const char gFragmentShader1[] = { "varying vec2 texCoords;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(tex, texCoords);\n" "}\n" };

The loaded osg model also specifies texture unit 1 in all the texture images, for instance:

textureUnit 1 { GL_TEXTURE_2D ON Texture2D { UniqueID Texture2D_1 file "/storage/sdcard0/osg/textures/p51d-jw-05.png" wrap_s REPEAT wrap_t REPEAT wrap_r CLAMP min_filter LINEAR_MIPMAP_LINEAR mag_filter LINEAR maxAnisotropy 1 borderColor 0 0 0 0 borderWidth 0 useHardwareMipMapGeneration TRUE unRefImageDataAfterApply TRUE internalFormatMode USE_IMAGE_DATA_FORMAT resizeNonPowerOfTwo TRUE }

And finally the C++ code:

//Load model osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(newModel.filename); //Assign program osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet(); osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader1 ); osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gFragmentShader1 ); osg::Program * prog = new osg::Program; prog->addShader ( vshader ); prog->addShader ( fshader ); ss->setAttributeAndModes(prog); //Uniforms osg::ref_ptr<osg::Texture2D> bodyTexture = new osg::Texture2D; bodyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); bodyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); bodyTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); bodyTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); ss->setTextureAttributeAndModes(1, bodyTexture.get()); ss->addUniform(new osg::Uniform("tex", 1));

Any idea?




The way you set the texture to tex unit 1 is correct, are you sure the model you're loading contains texture coordinates at index 1 as well?

Just make sure there are such tex coords, otherwise try reusing a different tex coord index like gl_MultiTexCoord0


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