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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