Sorry about not seeing this thread earlier. I was going back and reading the 
osg-user and osg-submission threads about the AC3D clamping issues and saw 
reference to a thread where I had not replied. That mention caused me to 
search out this thread.

I think it may be too late to have anything changed, but I'd like to learn 
something out of this matter.  I still consider myself an OSG neophyte, so 
goes easy on me. You proposed two solutions:
1. add an ac3d options struct
2. install a read callback in the osgDB::Registry of your local application
where you modify the texture parameters

On #2, is this the same as the NodeVisitor that Robert references in the "Call 
for feedback" thread? On #1, is that just a class derived from 
osgDB::ReaderWriter::Options with attributes added for specifying repeat and 
clamping preferences?

Thank you for all of your work on this issue. My apologies again for not 
responding to this thread sooner. (And I thought I did well posting examples 
the same morning I received the other messages... sigh)


----------  Original Message  ----------

Subject: Re: [osg-users] [osg-submissions] AC3D Texture clamping
Date: Tuesday 21 October 2008
From: Mathias Fröhlich <[EMAIL PROTECTED]>
To: OpenSceneGraph Users <>, John Cummings 


On Tuesday 21 October 2008 03:49, Csaba Halász wrote:
> I don't personally have ac3d either, so I asked other people :)
> When texrep is omitted, it defaults to texrep 1 1 as per the spec, and
> that means texture *is* repeated, according to the texture
> coordinates. Also, when texrep is set to 1 1 in the gui, upon saving
> the texrep attribute is omitted.
> Using texrep 0 0 scales the texture coordinates to 0, 0 so the whole
> area is filled with the corner texel (this seems to work same in osg)
> We couldn't come up with a way to produce clamped textures in ac3d.
Hmm ok.

John, I intent to make the ac3d loader load files like they are in ac3d. That
is with all time texture repeate on and default to 1.

For your problem I can see two solutions:
* add an ac3d options struct
* install a read callback in the osgDB::Registry of your local application
where you modify the texture parameters

will thet read callback be an option for your problem?
If so, I would prefere this solution.



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