Brilliant!

And by having a look in MultiTextureControl.cpp I understand how  
TexEnvCombine should be setup.

But I don't want to invent the wheel again, so I go for your  
MultiTextureControl node! :)

On Tue, 04 Mar 2008 13:44:38 +0100, Robert Osfield  
<[EMAIL PROTECTED]> wrote:

> Hi Joakim,
>
> The easiest way is to use the osgFX::MultiTextureControl node as this
> allows you to set the relative weights to use for each texture unit.
> It just so happens that yesterday I wrote and checked in an
> osgmultitexturecontrol example as well - this example adjusts the
> weights as you change height so different layers fade in at different
> heights.
>
> Robert.
>
> On Tue, Mar 4, 2008 at 12:39 PM, Joakim Simonsson <[EMAIL PROTECTED]>  
> wrote:
>>
>>  Hello all OSGers!
>>
>>  I have two simple questions.
>>
>>
>>  Question 1:
>>
>>  I have two texture layers, L0 and L1
>>
>>  What is the best way in OSG to crossfade between these?
>>
>>  What I want is:  L0 * (a)  +  L1 * (1 - a)
>>
>>  I think it must be either osg::TexEnv or osg::TexEnvCombine. But how
>>  should they be setup?
>>
>>
>>
>>  Question 2:
>>  Is it more efficient to do this operation in a shader?
>>
>>
>>  --
>>  Joakim Simonsson
>>  _______________________________________________
>>  osg-users mailing list
>>  [email protected]
>>  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
> _______________________________________________
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-- 
Joakim Simonsson
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