[osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Peterakos
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

Re: [osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Raymond de Vries
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

Re: [osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Sergey Polischuk
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, 

Re: [osg-users] Texture coords

2009-06-09 Thread Maxime BOUCHER
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

Re: [osg-users] Texture coords

2009-06-09 Thread Joseba Rodriguez
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

Re: [osg-users] Texture coords

2009-06-08 Thread Ümit Uzun
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

Re: [osg-users] Texture coords

2009-06-08 Thread Ulrich Hertlein
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

Re: [osg-users] Texture coords

2009-06-08 Thread Robert Osfield
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

Re: [osg-users] Texture coords

2009-06-08 Thread Joseba Rodriguez
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

Re: [osg-users] Texture coords

2009-06-08 Thread Garrett Potts
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

Re: [osg-users] Texture coords

2009-06-08 Thread Garrett Potts
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