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
> 
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> 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





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