Hmm, that does pose a problem.  I guess I'll just modify our code a bit,
but only make the TexGen use a matrix when its RefMatrix is valid.  If
it isn't valid, it will use the current rules.  In other words, when I
need locality, I'll set the matrix, but if I want positional I'll leave
the matrix null and attach a TexGenNode.

Thanks for all the info.  It cleared up a lot.

Chase

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Tuesday, August 07, 2007 1:31 PM
> To: [email protected]
> Subject: Re: [osg-users] Texture units and TexGen
> 
> Hi Chase,
> 
> On 8/7/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
> > Hi Robert,
> >
> > How would you feel if the TexGen class was responsible for setting
its
> > own ModelView matrix before calls to glTexGen when in EYE_LINEAR
mode?
> >
> > The changes would be:
> > - TexGen would have a new RefMatrix member that is used in apply
with
> > EYE_LINEAR.
> > - TexGenNode would set the matrix during cull traversal, instead of
> > adding itself to the RenderStage's list of PositionalState objects.
> >
> > This way the texgen can act on local subgraphs in eye_linear when
the
> > user specifies a modelview matrix, while preserving existing
> > functionality which is useful for projected texturing.
> 
> Very nice but... multi-threading & multiple cameras/graphics context
> all lead to having multiple possible versions all at the same time...
> so you'd need multiple matrices attached to the TexGen and a means for
> choosing which one to use during the draw traversal.
> 
> Robert.
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