> The Required.jpeg shows the one in OpenGL screen and Obtained.jpeg the same
> portion of the model in osgviewer. The texture coordinates information seems
> to be correct.
Well there is question of what settings of wrap mode you have in your
OpenGL code, and how you've set up the tex coords... using tex coords
on per vertex, or using texgen? Also do you use a texture matrix on
the OpenGL side?
I'm not using texgen. The tex coords are per vertex. For the OpenGL rendering (without OSG), I don't need to specify REPEAT for wrap_s and wrap_t. Tex coords greater than 1.0 automatically get repeated. However, wrap_s REPEAT and wrap_r REPEAT is required for osg. But the textures are mapped a bit to fine -- they're repeated more than the tex-coords specified. How does mipmapping work in osg? texture->setNumMipmapLevels(3) doesn't store anything in the osg file.
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