I have seen some examples, somewhere I think, where you could have one texture on the lit side of an object and then have another texture on the dark side. I am thinking of the earth where you could see lights in cities on the dark side. Did I really see that somewhere or is that my imagination?
I have heard of using fragment shaders and it is something I would like to learn more about. Where can I find out about how to use "multi-pass technique" and/or "register"? On Tue, Jul 15, 2008 at 12:13 AM, Ulrich Hertlein <[EMAIL PROTECTED]> wrote: > Hello Rick, > > [EMAIL PROTECTED] wrote: > >> Is there a way to use image maps with some of the other material >> properties, like emission or specular or diffuse? I am working on ... >> > > how to use a reflection map, so I think I am ok there. Any way to use a > > map to define the emission, specularity, and diffuse amounts across a > > surface? > > There's no easy way to specify the material component that a texture should > affect (such as emissive, specular) in plain OpenGL. > > The way to go these days is a fragment shader. You could also use a > multi-pass technique to apply another texture. > > (Maybe register combiners offer something useful but I'm not sure about > that.) > > Cheers, > /ulrich > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- >> Rick Check us out at http://fringe-online.com/
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