On Fri, Oct 26, 2012 at 12:34 PM, Robert Osfield <[email protected]>wrote:
> Hi Christoph, > > > On 26 October 2012 17:04, Christoph Heindl <[email protected]> > wrote: > >> Since you will also need to use the TexGen capabilities (discussed > earlier > >> in this thread) to generate the correct texture coordinates for each > pass, > >> you might use an osg::TexGenNode in place of the osg::Group. TexGen will > >> generate the UV coordinates for you. > > > > > > I don't think so, as I already have the UV coordinates. I calculate them > > myself in order to allow for camera lens distortions and such. I think > that > > TexGen (EYE_LINEAR) mentioned previously assumes a plain pinhole camera > > model without regarding effects from lens distortion. > > If you use your own shaders then you'll be able to compute the ST > coordinates (what OpenGL calls the UV coords) and do something more > sophisticated than standard OpenGL TexGen. > > For cases where the ST coordinates can't be computed in object or eye > coordinates then you'll need to rely upon the UV coords that you've > computed. The OSG supports as many texture units as the underlying > OpenGL implementation supports and will scale up to 8 without problem > on most hardware/drivers. Going this route would be the most straight > forward. > Another idea is to use a TextureArray (GL_EXT_texture_array). This removes the limit on the number of textures, but adds the constraint that they all must be the same size and that you need GL 2.0. > > > Sounds good, just the name (Effect) puzzles me. From looking at the > > documentation it seems that actually a lot of effects such as outlines, > glow > > etc are done with that. > > I wouldn't recommend considering the osgFX library, it'd just > overcomplicated things for no gain. > > Also while you could go the multi-pass route I would recommend it as > the multi-texturing route should get you far enough along without > needing to go for a more complicated multi-pass solution. The OSG > supports multi-pass cleanly but it's always more complicated than > using multi-texturing. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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