Am 28.01.2015 um 13:11 schrieb Christian Buchner:
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)
Which one exaclty? Which OpenGL version supported?
I'v started shader programming like 2004/05 on a GeForce 4400 Ti, so chances even the older Intel chips support fragment shaders is high.

Cheers
Sebastian




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] <mailto:[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





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