Hi Christian, thanks for the quick answer. Actually I'm using both kind of self written shaders already and the parallax displacement shader gives excellent results on yarn surface calculation. Also the problem is not just a displacement problem. Imagine some shine through curtains. The lower end has many bows. This means that the position of the vertexes has to be moved in 3D space. Through the holes of the curtain you even see the backside of some other part of the curtain. I know how to create a function for calculating the positions of the moved vertexes but I don't know where to apply it. unfortunately I see no possibility to implement this in shader code.
Thaks for any further hints. - Werner - Am 23.07.2012 13:32, schrieb Christian Buchner: > Hi, > > Programming vertex shaders is most likely what you want, as these > allow you to modify your geometry "on the fly" to create a wavy > appearance. If your mesh is rather coarse, you may either have to > tesselate it finer, or you also have to add a pixel shading as well, > e.g. for a per pixel displacement mapping. > > This gets complicated rather quickly, in particular the pixel shader > part if you also want to get the lighting correctly done. > > Christian > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions, Rotter Bruch 26a, D-52068 Aachen Phone: +49 241 475757-0 Fax: +49 241 475757-29 Web: http://texion.eu eMail: [email protected] _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

