I was wondering if this OpenGL code would be translated like this with panda3D:
//some initialize loop CGparameter map0 = ... GLuint mapID; glGenTextures(1, &mapID[i]); glBindTexture(GL_TEXTURE_2D, mapID[i]); //... //in the render call cgGLSetTextureParameter(map0, mapID[Frame0]); cgGLEnableTextureParameter(map0);
//in the init function PT(TextureStage) map0_ts = new TextureStage("map0"); PT(Texture) mapID; //load/generate textures //... //in a render loop (task) myNode.set_texture(map0_ts, mapID[Frame0]);
What I am trying to do is swapping the textures in the render task - so that my shader references another texture each frame.
In the shader tutorial I am looking at the textures are swapped correctly but in my panda window all I see is that the texture is very blurry and doesn’t seem to change at all.
I suspect this is either down to this set_texture call that doesn’t do the same thing that the above mentioned Cg commands do or maybe my textures are not the same as the ones from the example I am trying to follow (they generate their textures from RAW files creating also the mip maps - while I am letting panda generate the mipmaps). Either way I would be grateful if someone could tell me if the above code does the same thing.