Hi Gerrit,

Gerrit Voss wrote:
> On Wed, 2008-11-12 at 09:34 -0600, Dirk Reiners wrote:
>> Lars Bilke wrote:
>>> My question is: are there any differences in handling the faces of a 
>>> cube texture in a SkyBackground and in a CubeTextureChunk, GLSL shader??
>>>   
>> The problem is that the SkyBackground is based on the VRML 
>> specification, and CubeTexture come from OpenGL, and (of course) the two 
>> don't match. :( So I don't think you will be able to just use the same 
>> textures for Sky and Reflection, you will need to flip them for one of 
>> the two and have separate images.
> 
> hmm I would drop the VRML Spec reliance and make sure it works as people
> would  expect it to for OpenSG and let the VRML side convert to the
> correct cube textures. IIRC this is what happens in 2.x because I ran
> into the same issue.

yup, just double checked the code, 2 has different 3D tex coords for the 
cube texture case. Do we want to change 1.x for this though ? There is 
always the option of the user passing in her own texture coords. Maybe 
protected by OSG_2_PREP ?

        Thanks,
                Carsten

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