robertosfield wrote: > HI Maxime, > > The best way to implement projective texture in the OSG is to use a > TexGenNode that positions the texture coordinate generation in space. > The osgspotlight example shows this in action. There isn't any need > to have lots of separate TexGen objects in your scene, a single one > attached to a single TexGenNode is all that you require, so it really > isn't an issue of Geodes vs Shaders, projective texturing in the OSG > is completely orthogonal, you can use it with or without shaders. > > Robert. > > On Mon, May 11, 2009 at 3:27 PM, Maxime BOUCHER <> wrote: > _________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum
Thanks, I totally agree when there's only one projector. But, if I have, let's say, P projectors and I want to apply textures as a blend from a max of N projectors while moving in the scene. Then, imagine we have M visible primitives from all cameras. The number of possible TexGenNodes will be superior to (please excuse me if it's confuse, I don't really know how to say it in proper english): binomial coefficient (P,N) * M Do you agree? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11823#11823 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

