Enrico Borrione wrote:
2) A bit of theory... i see that you use the NV_register_combiners
to compute the colors of the grabbed texture (or at least i think so).
May i use them to deform the texture too? I roamed a bit in the
opensg man pages, but i did not found much stuff about the
RegisterCombinersChunks...
Depends on what you mean by deform. Here are your options:
Register Combiners are per-pixel ops performed after texture-lookup,
thus you can only change the colors.
With NV_texture_shaders you can configuring the texture lookup units
somehow, you can do some dependent lookups and thus use
texture-lookup-results as input to another lookup, thus distorting the
texture somewhat.
Using Texture Transforms, you can deform the texture coordinates with a
simple transform based on vertex positions.
Using Vertex Shaders, you can deform the texture coordinates very generally.
Using Fragment Shaders, you can do almost anything with the texture,
except to move the actual pixel coordinates rendered to.
Using multipass & render-to-texture, you can even morph the final image.
Best regards
/Marcus
-------------------------------------------------------
This SF.Net email is sponsored by: NEC IT Guy Games.
Get your fingers limbered up and give it your best shot. 4 great events, 4
opportunities to win big! Highest score wins.NEC IT Guy Games. Play to
win an NEC 61 plasma display. Visit http://www.necitguy.com/?r=20
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users