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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