Hi Maria, When you use eye linear texgen the modelview matrix becomes important, so to control this properly you have to handle this type of texgen seperately from normal OSG state. For positional state (i.e. depends on the modeview matrix for its final setting) the OSG has a series of special nodes to help bind a specific location in space with the position state, the node for TexGen is TexGenNode. The others are osg::LightSource and osg::ClipNode.
For examples of how to setup TexGenNode see examples like osgshadowtexture and osgdepthshadow. Once everything is set up you may not need to update the TexGen planes themselves, but if you do all you need to so is the texgen->setPlane() call, rather than set all the parameters and assign to a StateSet per frame. Robert. On 10/30/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
Hi all, I have a very simple question: I have this texture attributes being use in some bins: _texgen2->setMode(osg::TexGen::Mode::EYE_LINEAR); _texgen2->setPlane(osg::TexGen::Coord::S,osg::Plane(eyeplane[0],eyeplane[1],eyeplane[2],eyeplane[3])); statesetBin3->setTextureMode(0,GL_TEXTURE_GEN_S,StateAttribute::ON); statesetBin3->setTextureAttribute(0,_texgen2,osg::StateAttribute::ON); the "eyeplane" changes depending on the view (When the viewer updates)… Do I have to repeat this piece of code when I update the view?.... ( If I do.. I can not the anything) thanks in advance, María _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
