Hi,

On Fri, 2011-01-07 at 13:27 +0100, Josef Grunig wrote:
> Dear OpenSG Users,
> 
> I was looking for the first time at OpenSG2.0 after some years working on 1.8.
> 
> I wanted to set up a simple example that renders a cube map texture of
> the scene into an FBO.
> Having a look at the sources I found the CubemapGenerator class and
> it's test. Unfortunately the test compiles, but not the shaders, so I
> have not a good starting point.
>
> Can someone point me in the right direction on how use that class? It
> seems to be a Core, how is it supposed to work?

the shaders should only come from the hdr part of the test. Could you
press 'g' and see if that gives you an image. This replaces the core
of the hdrroot node with a simple group and should disable the shaders
involved there (something you could also just add to the normal example
code).

In general the CubemapGenerator works with chunk overrides, so the
generated texture chunk is added during the traversal as a texture
override for the unit you specify with setTexUnit. In the default
setupMode it also adds the needed TexEnv/TexCoordGen/TexCoordTransform
chunks for a mirror setup. SetupMode controls which chunks are added,
e.g. the default is

SetupTexture | SetupTexEnv | SetupTexGen | OverrideTex

SetupTexture controls whether or not the texture chunk is created
internally (if set, otherwise the _sfTexture value is used). Note
this does not control if the chunks is added as an override.

SetupTexEnv : create, setup and add TexEnv override
SetupTexGen : create, setup and add TexGen/TexTransform override
OverrideTex : add the TexChunkOverride

Let me know more detailed questions.

A different example is in Examples/CSM/Mirror, that one should work
without shaders out of the box. It at least gives you the scene
structure.


kind regards
  gerrit





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