Hello Lars,
Lars Bilke wrote:
> Hi,
>
> I want to display a scene with a SkyBackground and some materials in the
> scene should reflect the Sky.
> I´ve created a cubemap consisting of 6 faces and I create a
> CubeTextureChunk out of it:
>
> inegz->read("textures/skybox/skybox_south.png");
> iposz->read("textures/skybox/skybox_north.png");
are these two swapped, i.e. shouldn't north be the negz image ? (I don't
think that has anything to do with the images being upside down though).
> inegy->read("textures/skybox/skybox_down.png");
> iposy->read("textures/skybox/skybox_up.png");
> inegx->read("textures/skybox/skybox_west.png");
> iposx->read("textures/skybox/skybox_east.png");
>
> cubeTexture = CubeTextureChunk::create();
> beginEditCP(cubeTexture);
> cubeTexture->setImage( inegz );
> cubeTexture->setPosZImage( iposz );
> cubeTexture->setPosYImage( iposy );
> cubeTexture->setNegYImage( inegy );
> cubeTexture->setPosXImage( iposx );
> cubeTexture->setNegXImage( inegx );
> endEditCP(cubeTexture);
>
> Then I create a SkyBackground:
>
> SkyBackgroundPtr skyBackground = SkyBackground::create();
> beginEditCP(skyBackground);
> skyBackground->setFrontTexture(HelperFunctions::CreateTexture(cubeTexture->getImage()));
> skyBackground->setBackTexture(HelperFunctions::CreateTexture(cubeTexture->getPosZImage()));
> skyBackground->setLeftTexture(HelperFunctions::CreateTexture(cubeTexture->getPosXImage()));
> skyBackground->setRightTexture(HelperFunctions::CreateTexture(cubeTexture->getNegXImage()));
> skyBackground->setTopTexture(HelperFunctions::CreateTexture(cubeTexture->getPosYImage()));
> skyBackground->setBottomTexture(HelperFunctions::CreateTexture(cubeTexture->getNegYImage()));
> endEditCP(skyBackground);
>
> I also use the CubeTextureChunk inside a glsl shader as a samplerCube.
> The problem is, when I have a correct SkyBackground the "reflected" sky
> on scene objects which is computed in a pixel shader is not correct: the
> side faces of the reflected cube (PosX, NegX, PosZ, NegZ) are standing
> upside down.
>
> When I edit the cube map images so it is right in the shader the problem
> is the same on the SkyBackground.
Just to make sure I understand this correctly: are you saying that
flipping the actual images does not have an effect on what you see with
the SkyBackground ? Strange.
> My question is: are there any differences in handling the faces of a
> cube texture in a SkyBackground and in a CubeTextureChunk, GLSL shader??
hm, not sure, I'm currently looking into it. In the meantime, have you
tried to specify texture coordinates for the SkyBackground ?
regards,
Carsten
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