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. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

