multitexture

Calling rigidBodyCombiner.collect() (to clarify, when I say/said collect I meant this :wink: ) resets all of the nodes to 0,0,0. These nodes are dynamically created using geom’s, and all have the same texture, and the geoms themselves have the same vertice positions without any node transforms. They all appear as one object at Hpr 0,0,0 and pos 0,0,0 after collect. This does not happen with flattenStrong() or without collect at all, and is driving me slightly crazy…

I figured out the textures, and came up with this:

TextureStage.setCombineRgb(TextureStage.CMInterpolate, TextureStage.CSTexture, TextureStage.COSrcColor, TextureStage.CSPrevious, TextureStage.COSrcColor, TextureStage.CSTexture, TextureStage.COSrcAlpha)

TextureStage.setCombineAlpha(TextureStage.CMAdd, TextureStage.CSTexture, TextureStage.COSrcAlpha, TextureStage.CSPrevious, TextureStage.COSrcAlpha) 

Is this an acceptable way to do it without using shaders? (trying to allow non shader capable machines to be able to run it-they are fast, but have awful graphics cards)