Hi Simon,

The normal way to manage this situation is to simple update the
geometry and tex coords as required.  Now if you are wanting to
stricty use transforms to scale your geometry then you'll need to
something similar for your tex coords and luckily that is an OpenGL
feature for doing scaling - the texture matrix.  To access this just
use the osg::TexMat state attribute, use a similar scale as you are
using for your transform.  You can attach a StateSet with a TexMat to
the same Transform that you are using for scaling.  The one caveat is
that it'll apply to whole subgraph you are decorate the TexMat with so
you might need to think about localising multiple TexMat for different
surfaces.

Robert.

On Tue, Nov 18, 2008 at 3:13 PM, Simon Loic <[EMAIL PROTECTED]> wrote:
> Hi all,
> I have a particular problem that I got no idea how to solve it. Here it is:
>
> When I am scaling a drawable ( using a transform node ) the texture attached
> to it is stretched. Obviously this behaviour is totally convenient for many
> applications. Though, I am working on architecture and this behaviour is
> really troublesome. You can imagine for example that the Drawable represent
> a rectangle piece of wall and the texture contains a brick pattern of
> dimension 1 meter over 1 meter.  Then if I scale the Drawable to have 10m  x
> 15 m the Texture will stretched to fit this size.
>
> To my mind the only way to achieve what I want is to compute new texture
> coordinates from the ones of the Drawable and 2 scaling parameters (let's
> say sX and sY).
> Even if this is not theoretically difficult I don't have a sufficient
> knowledge of OSG to tell if it's already possible without embedding osg with
> a new feature, or otherwise how to optimally extend osg to support this kind
> of behaviour.
>
> If anyone understand what I'm trying to do, I will be so grateful for your
> help
> regards.
>
> --
> Loïc Simon
>
> _______________________________________________
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>
>
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