> > ---------- Mensaje reenviado ---------- > From: "Robert Osfield" <[EMAIL PROTECTED]> > To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org> > 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.
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