Ah, sounded too easy to be true ;-)

Matthais

On Tuesday 13 March 2007 15:48, Thomas Beer wrote:
> Hi,
>
> AFAIK you don't need texture coordinates with point sprites!
> Have a look at Source/System/State/testPointChunkRender.cpp
> Perhaps a lighting issue?
>
> Thomas
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf
> > Of Matthias Stiller
> > Sent: Tuesday, March 13, 2007 9:36 AM
> > To: [email protected]
> > Subject: Re: [Opensg-users] Texturizing Point Sprites - How to?
> >
> > Hello,
> >
> > I see no mention of TextureCoordinates, do you supply them
> > with your geometry ?
> >
> > Regards
> >
> > Matthias
> >
> > On Monday 12 March 2007 15:40, Martin Pfeiffer wrote:
> > > Hello,
> > >  perhaps anyone can help me with the texturizing of my
> >
> > point sprites.
> >
> > > - what is wrong?
> > >
> > >  To have a single textured Point Sprite i tried this here:
> > >
> > >  1. i defined a TextureChunkPtr, loaded a texture, set it per
> > > ...->setPointSprite(bool b) true  2. i defined a
> >
> > BlendChunkPtr, gave
> >
> > > properties  3. i defined a PointChunkPtr, set it per
> > > ...->setSprite(bool b) true  4. i created a ChunkMaterialPtr, to
> > > bundle the properties  5. i defined a GeometryPtr with:
> > > GeoPTypesPtr(GL_POINT), GeoPLengthsPtr(1),
> >
> > GeoPositions3fPtr(x,y,z)
> >
> > > 6. i created a NodePtr, set the core with the given geometry
> > >
> > >  In the result i have a black square with no texture.
> > >   - why is that so? have i forgotten something?
> > >   - is it at all possible to texturize point sprites?
> > >
> > >
> > >         would be nice, if anybody helped - thanx - MartiN
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >  Here is the code:
> > >
> > >  /*###########################################################*/
> > >
> > >         ImagePtr image = Image::create(); // material
> > >         image->read("textures/dummy_tex.tga");
> > >         TextureChunkPtr texChunk = TextureChunk::create();
> > >         beginEditCP(texChunk);
> > >         {
> > >                 texChunk->setEnvMode(GL_MODULATE);
> > >                 texChunk->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
> > >                 texChunk->setMagFilter(GL_LINEAR);
> > >                 texChunk->setScale(true);
> > >                 texChunk->setImage(image);
> > >                 texChunk->setPointSprite(true);
> > >         }
> > >         endEditCP(texChunk);
> > >
> > >         BlendChunkPtr blendChunk = BlendChunk::create();
> > >         beginEditCP(blendChunk);
> > >         {
> > >                 blendChunk->setAlphaValue(0.2f);
> > >                 blendChunk->setAlphaFunc (GL_GEQUAL);
> > >                 blendChunk->setSrcFactor (GL_SRC_ALPHA);
> > >                
> > > blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); }
> > >         endEditCP(blendChunk);
> > >
> > >         PointChunkPtr pointChunk = PointChunk::create();
> > >         beginEditCP(pointChunk);
> > >                 pointChunk->setSprite(true);
> > >                 pointChunk->setSize(100);
> > >         endEditCP(pointChunk);
> > >
> > >         ChunkMaterialPtr material = ChunkMaterial::create();
> > >         beginEditCP(material);
> > >                 material->addChunk(pointChunk);
> > >                 material->addChunk(texChunk);
> > >                 material->addChunk(blendChunk);
> > >         endEditCP(material);
> > >
> > >         GeoPTypesPtr type  = GeoPTypesUI8::create(); // geo
> > >         GeoPLengthsPtr length   = GeoPLengthsUI32::create();
> > >         GeoPositions3fPtr pos_sprite = GeoPositions3f::create();
> > >
> > >         beginEditCP(pos_sprite);
> > >                 pos_sprite->addValue(Pnt3f( 1000 , 1000 ,1000 ));
> > >         endEditCP(pos_sprite);
> > >
> > >         beginEditCP(type);
> > >                 type->addValue(GL_POINT);
> > >         endEditCP(type);
> > >
> > >         beginEditCP(length);
> > >                 length->addValue(pos_sprite->getSize());
> > >         endEditCP(length);
> > >
> > >         GeometryPtr spriteGeo = Geometry::create();
> > >         beginEditCP(spriteGeo);
> > >         {
> > >                 spriteGeo->setTypes(type);
> > >                 spriteGeo->setLengths(length);
> > >                 spriteGeo->setPositions(pos_sprite);
> > >                 spriteGeo->setMaterial(material);
> > >         }
> > >         endEditCP(spriteGeo);
> > >
> > >         // ... add node to the scene
> > >
> > >  /*###########################################################*/
> >
> > --
> > +---------------------+----------------------------+
> >
> > | VREC GmbH           |                            |
> > | Matthias Stiller    |                            |
> > | Robert-Bosch-Str. 7 | tel:    +49 6151 4921034   |
> > | 64293 Darmstadt     | web:    http://www.vrec.de |
> > | Germany             | mail:   [EMAIL PROTECTED]         |
> >
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-- 
+---------------------+----------------------------+
| VREC GmbH           |                            |
| Matthias Stiller    |                            |
| Robert-Bosch-Str. 7 | tel:    +49 6151 4921034   |
| 64293 Darmstadt     | web:    http://www.vrec.de |
| Germany             | mail:   [EMAIL PROTECTED]         |
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