Hi Ivan, Mailing list digest user are too often screwing up threading my doing a reply to a digest post. So... if you want support please reply to the original post's subject. I'm not going to reply to this broken thread.
Robert. On Fri, Nov 28, 2008 at 12:51 PM, Arisnova <[EMAIL PROTECTED]> wrote: >> ---------- Mensaje reenviado ---------- >> From: "Robert Osfield" <[EMAIL PROTECTED]> >> To: "OpenSceneGraph Users" <[email protected]> >> Date: Fri, 28 Nov 2008 10:54:14 +0000 >> Subject: Re: [osg-users] Texture2D rendering problem >> Hi Arisonova, >> >> There isn't enough info about how you are setting up your scene graph >> to know precisely what the problem, and the image's aren't clear >> enough. So best I can do is make general suggestions. First up is >> learn about anisotropic filtering and clamp modes as these may well be >> part of the answer to your problem. The osgtexture2D examples shows >> these in action. >> >> Robert. >> > > Hi Robert, > > Is a basic osgViewer::Viewer with a simple scene graph with one light. The > object is loaded from a osg file, and I mofify a StateSet to add thre more > texture unit, these is the original stateSet: > > StateSet { > UniqueID StateSet_2 > DataVariance STATIC > rendering_hint TRANSPARENT_BIN > renderBinMode USE > binNumber 10 > binName DepthSortedBin > GL_CULL_FACE ON > GL_LIGHTING OVERRIDE|OFF > 0xba1 ON > GL_BLEND ON > Material { > DataVariance STATIC > ColorMode OFF > ambientColor 0.941177 0.941177 0.941177 1 > diffuseColor 1 1 1 1 > specularColor 0 0 0 1 > emissionColor 0 0 0 1 > shininess 0 > } > BlendFunc { > DataVariance STATIC > source SRC_ALPHA > destination ONE_MINUS_SRC_ALPHA > } > textureUnit 0 { > GL_TEXTURE_2D ON > Texture2D { > DataVariance STATIC > file "images\estudioCompleteMap.png" > wrap_s CLAMP_TO_EDGE > wrap_t CLAMP_TO_EDGE > wrap_r CLAMP_TO_EDGE > min_filter LINEAR_MIPMAP_LINEAR > mag_filter LINEAR > maxAnisotropy 1 > borderColor 0 0 0 0 > borderWidth 0 > useHardwareMipMapGeneration TRUE > unRefImageDataAfterApply FALSE > internalFormatMode USE_ARB_COMPRESSION > resizeNonPowerOfTwo TRUE > } > } > } > > > , then I add three decal textuers in this way: > > stateSet.setTextureAttributeAndModes(texId, new osg::Texture2D(image), > osg::StateAttribute::ON); > stateSet.setTextureAttribute(texId, new osg::TexEnv(osg::TexEnv::DECAL)); > > > Anyway, I'm going to play around with anisotropic filtering and the clamp > modes as you suggest me. > > Best regards, > Iván. > > _______________________________________________ > 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

