Farshid Lashkari wrote:
> Should the assigned texture unit for each map type be customizable, and if
> so, how would the interface for assigning the texture units work?
About the "texture unit <-> map type" mapping, is that something that you
really need on a per-material basis or is it more of a global definition for
you whole file? I would say it's more a global thing. If so, we could have in
the export dialog a choice between the predefined (hardcoded) mapping - like
the one I was suggesting in the previous post - or a custom one (to be defined
in some way still to be decided...). Then you may write it as a description
string for every material (but if you do all materials will have the same
string I guess).
Of course the description string is still a great idea for everything that is
specific to a given material instance (like the blend values you were
mentioning). As this is fully Max-specific, the syntax to use could rely on Max
definitions; for example, use the texture type IDs from the Max SDK to indicate
the blend amount ("ID_DI=0.7") and leave it up to the end-user code to do
whatever it needs with that.
Does this make sense?
Luca
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http://forum.openscenegraph.org/viewtopic.php?p=39434#39434
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