Hi Sajjdul,

I used to know that the texture coordinate s,t,q all has to be between 0.0 and 
1.0.

No, it does not have to be between 0.0 and 1.0. It can be any value.

For Texture1D/2D/3D, what happens outside the 0.0 to 1.0 range is specified by the wrap mode (texture->setWrap(...)). You can set it to REPEAT, CLAMP, CLAMP_TO_BORDER, CLAMP_TO_EDGE or MIRROR. See the OpenGL spec for what each wrap mode does.

For TextureRectangle, the rules are different. The texture coordinates are defined in image units, so if you want a 128x128 texture to be fully visible on a quad, you need the texture coordinates to span the 0.0 to 128.0 range in both directions. Outside the image size range, the wrapping mode applies like for TextureXD.

I expect the osggameoflife example uses TextureRectangle with 128x128 textures...

Check an OpenGL book for more details, this is not really specific to OSG but is true for any OpenGL-based app.

Hope this helps,

J-S
--
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Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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