Hi Robert,

On Thu, Oct 25, 2012 at 11:11 AM, Robert Osfield
<[email protected]>wrote:

> Hi Chirstoph,
>
> I'm surprised by you not getting any replies, guess everyone has been
> busy, or perhaps confused by what you are after.
>

thanks for your reply. Actually my post seems to show up twice on this list
under the same topic. I think it was my fault, as I did a resend when the
first did not seem to show up.


>
> It sounds like to me you just need to use the OSG's standard
> multi-texturing support, the OSG will manage handling of OpenGL
> versions/extensions for you so you won't need to worry about the
> OpenGL backend.  All modern OpenGL hardware supports multi-texturing
> with the fixed function pipeline and with GLSL shaders, with GLSL you
> have greater flexibility and range of units that you can use.
>

Ok, so the fixed function pipeline does already contain an implementation
for multitexturing, in contrast to the programmable pipeline via shaders,
right?



>
> How many textures do you want to assign to a single mesh?
>

I would assume that ten fotos should suffice to texture a mesh 95%. I need
to deal with vertices that are textured from multiple fotos or are never
textured somehow on my side. Is there a way (without splitting the mesh) to
assign a default material (simple color) to all untextured
vertices/triangles? I'd assume that I can assign out of range UV
coordinates (-1) and set a border color.

Thanks for your attention.

Best,
Christoph
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