I've got another question. Here is my code:
#include <iostream>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PositionAttitudeTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
int main(int argc, char** argv)
{
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile("cube.3ds"); //importing object
osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet();
osg::ref_ptr<osg::Image> image = osgDB::readImageFile("box_1.png"); //loading texture from file
osg::ref_ptr<osg::Texture2D> tex(new osg::Texture2D()); /creating texture for model from image
tex->setImage(image);
ss->setTextureAttributeAndModes(0, tex);
osg::ref_ptr<osg::TexGen> texGen(new osg::TexGen());
texGen->setPlane(osg::TexGen::S, osg::Plane(0.075, 0.0, 0.0, 0.5));
texGen->setPlane(osg::TexGen::T, osg::Plane(0.0, 0.035, 0.0, 0.3));
ss->setTextureAttributeAndModes(0, texGen);
osgViewer::Viewer viewer; //Creating viewer
viewer.setSceneData(loadedModel);
viewer.setUpViewOnSingleScreen(0);
return viewer.run();
}
So what this code is doing: It takes model from file (i.e. "cube.3s") and adding texture (image from file "box_1.png" to it. You can change texture on object by switching one image to another. But here is a question: He stretching image on whole model. How it can be done just by placing all image on each face of model (they are platonic solid (like pyramid, cube and etc.)).