Hi Art,

On Jan 10, 2008 9:16 AM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Currently I am also overloaded. I was asked to help
> out with the upcoming Siggraph paper deadline to
> create an animation (of course with osg again ;-) )

I'd guess 90%+ of the community are overworked... just the life of a
software engineer.

> I thought also in that direction, either to implement
> this as additional feature in the Texture class or as
> some extra StateAttribute. StateAttribute would be
> also my choice. However currently I do not have a real
> idea of how to make sure that this StateAttribute
> TextureLOD
>  is executed exactly after the according texture unit
> was bound. But, I think, I can find it in TexEnv or
> TexEnvCombine classes.

Now of the Texture related state attributes have the texture unit
built into them, the binding of the texture is done entirely by
osg::State when it applies what is defined in the StateSet (ie. what
unit the attribute is attached too), this means the individual Texture
state attributes don't need to worry about setting the texture unit
themselves.

If the OpenGL state requires the texture object then you'll need to
add the extra options to Texture, but if they just invariant with the
texture object like tex env etc then you use a separate
StateAttribute.

> Since I am the one who only need that functionality, I
> will implement them bymyself, if you are agreed with
> that.

You probably aren't the only one to need it, just the first to ask.  I
actually kinda surprised its taken so long before someone has asked as
its been on my low priority todo list for well over five years!

Robert.
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