This looks like the fairly well-known non-planar texture coordinate problem. Your vertex coordinates don't occupy the same 2D space as your texture coordinates.
It's been discussed on this list a few times. In this situation, there are a number of ways the hardware could interpolate the st values. However, the hardware can't read your mind. :-) You could draw a mesh to have finer control over the interpolation of the st coordinate values. You could also use a shader to "perspective correct" the coordinates according to the warping you are attempting to create. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Can Hosgor Sent: Friday, May 22, 2009 9:04 AM To: [email protected] Subject: Re: [osg-users] texture mapping to trapezoid Hi Shayne, Thank you for the quick response :) A screen shot of quad is available here: http://img36.imageshack.us/img36/5741/problem2009052217560820.jpg I left my texture attributes as default. Also didn't change anything at a parent stateset (in other words, i gave the node returned by createBillboard() directly to osgViewer::setSceneData) my texture is a 256x256 bmp file which is available here: http://img40.imageshack.us/img40/981/spot.png Thanks, Can ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12768#12768 _______________________________________________ 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

