Thanks for your interest on my problem David, i looked at your link but it seems too low level... how can i say? i'm only trying to apply a texture to a model node (thanks to osg scenegraph approach): if i use texgen with spere_map flag, the texture is applied to my node, but it moves when i move the camera. if i use eye_linear or object_linear the texture gets black. if i don't use texgen the node change only its color (assuming the main color of the texture).
I really need some help!! Enrico 2007/9/25, David Callu <[EMAIL PROTECTED]>: > > Hi Enrico > > For a good explanation of texture mapping and texcoord generator, take > a look the > redbook<http://fly.cc.fer.hr/%7Eunreal/theredbook/chapter09.html>and to the > OpenGL Specification, Chap > 2.11.4 , p 50. Keep in mind that osg is a c++ wrapper of OpenGL (and > little more of course :-)), and all graphic concep t come from OpenGL. as > the texcoord generator. > > HTH > david > > > 2007/9/25, Enrico Villani <[EMAIL PROTECTED]>: > > > > > > > > Hi to all! > > i'm a newbie of osg and i would share my problem with the > > community....... > > i'm developing a VR application which should load various kind of 3D > > models (mainly flt and osg/ive), insert them into an appropriate > > environement and allow to modify all the scenegraph at runtime. in fact it > > shows the scenegraph and the user can decide to change positions of nodes, > > their visibility, etc. When the user chooses to modify the texture of these > > models, he searches the disk for a good looking image (bmp, jpg, etc), but > > the texture is not mapped correctly (the node selected by the user changes > > only its color, texture too big???? ). otherwise when he applies these > > textures onto the environement sphere or the terrain, all look more or less > > correct. I use an extended nodevisitor to traverse the scenegraph from the > > node choosed by the user in search of geodes. Every time the visitor finds a > > geode it does: > > > > int Num = geode.getNumDrawables(); > > for(int j = 0; j < Num; j++) { > > osg::StateSet* stateset = geode.getDrawable > > (j)->getOrCreateStateSet(); > > osg::Texture2D* myTexture=new osg::Texture2D; > > myTexture->setDataVariance(osg::Object::DYNAMIC); > > myTexture->setImage(myImage); > > stateset->setTextureAttributeAndModes(0, myTexture, > > osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); > > geode.getDrawable(j)->setStateSet(stateset); > > } > > > > I'm in trouble understanding texture mapping. I looked at BumpMapping to > > get useful hints about texcoordgenerator... but i don't know how to use it. > > Having multiple geometries, how to map them correctly or even > > approssimatively? > > > > Can anyone help me?? > > > > Sorry for my maybe silly question but I'm new to to the computer > > graphics world! > > > > I'd be very grateful.. > > Many thanks in advance.. > > > > Enrico > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

