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.
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>
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