hi dirk,
i've read that OSG server is down, so i hope that this
mail won't be lost in the means of the net.
I have a small question for you:
is it possible in opensg to have multitexturing 
without using a shader? I'd like to make the overlap
of the projected scene mixing 2 textures: one with the
rendered scene and one with a black smoothed band on the
overlapping region. With two of these textures i should be able to
mask the two overlapping viewports.
In opengl i'd use the GL_TEXTURE_ARB0 GL_TEXTURE_ARB1 and then 
some kind of texture blending. Since it is a very trivial operation
i wouldn't like to use complex stuff as shaders or combiners...

as usual, thanks for your time,
yours
enrico

Il lun, 2005-05-02 alle 19:57, Dirk Reiners ha scritto:
>       Hi Enrico,
> 
> On Mon, 2005-05-02 at 11:04 +0200, Enrico Borrione wrote:
> > hi dirk,
> > i gave a look at the Source/WindowSystem/GLUT/testWindowGLUTTGB.cpp
> > demo, but i got a bit lost. Maybe you can lend me an hand...
> > 
> > 1) What i can see in the main rendering window is the first viewport
> > of the second? I can't understand whether I see the torus itself
> > or a texture on witch the torus was previously rendered. Another
> > way to ask the same question is: am I seeing the first viewport
> > (witch is just initialized) or the second one, that has got 
> > both the camera and the texturegrabbackground?
> 
> You see the second viewport, as it completely covers the first one. You
> can modify the program to make the second only half as wide, and only
> the left half of the screen will be handled.
> 
> > 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...
> 
> You could, and people have done that, but honestly I don't see the point
> for relatively continuous things like domes. It would be better to use a
> simple geometry node in the second viewport that is textured with the
> grabbed texture.
> 
> > 3) Not really connected with the previous questions: I saw that some
> > time ago you were talking of addig the blending&overlapping support
> > for the MultiDisplayWindow. Is it available in the 1.4 version of
> > OpenSG? I wish i could avoid the other option (extending the class
> > and render on the foreground of the single cameras a set of blended 
> > black quads as suggested by someone on the list...)
> 
> AFAIK that hasn't been added, sorry. Marcus, did you get around to doing
> that?
> 
>       Dirk
> 



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