Hello.
in the example osgmultiplerenderingtargets, why are the texture
coordinates initialized as:
0, 0
tex_width, 0
tex_width, tex_height
0, tex_height
instead of
0,1
1,0
1,1
0,1
(the result is different)
Thank you for your time.
___
osg-users
Hi,
That is because TextureRectangle is used and not Texture2D. Look up the
difference in the OpenGL pages.
HTH
Raymond
On 10/10/2012 2:46 PM, Peterakos wrote:
Hello.
in the example osgmultiplerenderingtargets, why are the texture
coordinates initialized as:
0,0
tex_width, 0
Hi most likely, it uses a texture rectangle instead of texture2d, it uses texture coords in pixels. Cheers. 10.10.2012, 16:46, "Peterakos" hay...@gmail.com:Hello.in the example osgmultiplerenderingtargets, why are the texture coordinates initialized as:0,0tex_width,
Shaitan wrote:
Hi all,
Sorry for not providing much information about the interest of changing text
coords. Im working on animating avatar impostors for which im using a
billboard with a texture (sprite) of an avatar. With OSG its easy to
implement a special kind of billboard for managing
Hi,
Hi,
Just an idea: have you taken a look at TexGen, I use it in projective texture
mapping to automatically compute the texcoords, maybe you could use it too.
I saw this feature, but i dont know exactly how could i apply it on this
case... Perhaps it would worth having a look to
Hi Joseba;
You should try to use GLSL to accomplish dynamic texture coordinate changing
in pretty straightforward way.
Regards.
2009/6/8 Joseba Rodriguez jrodrig...@landersimulation.com
Hi,
Im trying to do some texture animations in different objects (billboards).
For this purpose im using
Hi Joseba,
On 8/6/09 9:42 AM, Joseba Rodriguez wrote:
Im trying to do some texture animations in different objects (billboards). For
this
purpose im using Geometry::setTexCoordArray(unsigned int unit,Array*) in a
Update
callback. I found out that using this function is quite expensive, making
HI Joseba,
I can't see any way that people will be able to point your in the
right direction without you being more specific what you are doing
with your texture coordinates - for what purpose are you modifying
them? Using shaders are typically the best solution for dynamic tex
coords but is it
Hi all,
Sorry for not providing much information about the interest of changing text
coords. Im working on animating avatar impostors for which im using a billboard
with a texture (sprite) of an avatar. With OSG its easy to implement a special
kind of billboard for managing sprite animations
Hello All:
I am not sure but it seems you could create a single texture with
different positions of the Avatar. For sprite animation you can setup
a normalized 0..1 tex coordinate then set the Texture Matrix to turn
that into a window within that texture to use. The texture matrix is
Hello:
Oops, just saw a post on this previously from Ulrich suggesting the
use of a texture matrix. Sorry for the repeat.
Take care
Garrett Potts
On Jun 8, 2009, at 7:51 AM, Garrett Potts wrote:
Hello All:
I am not sure but it seems you could create a single texture with
different
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