Hi, I basically got multiple images that i want to project onto the same world geometry.
By comparing the normal vector of the world geometry polygon and the direction vector of the projection source i want to calculate the angle in which the projected image 'shines' onto the polygon. This is no big deal. But here is my problem: I want use this angle to decide whether one of the images should be projected onto the face. In fact i want to ensure that only the image that 'shines' most direct onto the face will be finally visible. In addition i want to use a fallback mechanism. If there is only one image that projects onto the face than it should be allowed to project onto the face although the angle might be very flat. I found this conversion http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg10267.html Approach 1: Just passing all textures and texture matrices to the shader Problem: This requires a fixed amount of projections or the shader must be recompiled each time the amount of projective images changes. Approach 2: Multipass Shading: Render the scene with a single projective texture Render the scene again with the next projective texture and so on. Combine each pass with osgPPU Problems: 1. I have no idea to do this and where to start 2. I believe it is not possible to handle the conditional projection that i described above in this approach. Maybe a neat solution for my problem. Thank you! Cheers, Johannes ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16000#16000 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org