the idea is to have a bumpmapped OSG object that displays fine on older hardware (5 year old Intel chips, I am looking at you)
Then I can put a better GLSL fragment shader on top if the hardware permits. Christian 2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt < [email protected]>: > Hi Christian > > Hi all, > > I was wondering if there are commonly used conventions which texture units > do what in 3D models used for realtime rendering (games etc). > > For example I see that most 3D models enable texture unit #1 for the > diffuse texture, whereas unit #0 is unused most of the time. > > Now what if the model also contained a bump or normal map? On which > texture unit would such maps typically use? > > Would anyone have an example OSG file that uses both a diffuse and a > normal texture, rendered with the fixed function pipeline? I am trying to > get started with normal maps now and this would be a big help, especially > if such a model follows the usual conventions. > > Why would you want to use fixed function pipeline here at all? > Usually you can put the textures to whatever unit you want, as long as you > create sampler uniforms with a name. > > In my production pipeline, I don't have the additional textures (normal > map, specular map, height map, emission map, ...) in the model, but will > bind them with a visitor when loading/compiling the model. > So there is no typical for most of the cases. If you have a model exported > as FBX for instance, the loader will more or less determine the texture > unit used. Here you might want to visit the model and put the stateset's > textures to the samplers. > > Cheers > Sebastian > > > Christian > > > > > > _______________________________________________ > osg-users mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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