First at all, a lot of thanks for your help.I'm a bit desperated with this 
issue.

   I have still some doubts. Why does TEXGEN need to express the coord via 
Planes? What does it mean? I thinked that i had to pass OSG the position and 
size of the texture. And... other question. I've noticed that some people call 
the "image->allocateImage" method. Do i have to use it?

   And you are right. We are thinking to implement other version of the terrain 
engine using an algorithm like "chunked lod".

   Thanks,

   

----- Mensaje original ----
De: Robert Osfield <[EMAIL PROTECTED]>
Para: osg users <[email protected]>
Enviado: miércoles, 14 de febrero, 2007 11:59:03
Asunto: Re: [osg-users] Problem with texture

Hi,

You'll need to attach texture coordinates to your geometry, unless you
use osg::TexGen/osg::TexGenNode to generate the texture coordiantes
for you.

When do dynamic geometry its important to switch off display lists via
geometry->setUseDisplayList(false);

Finally, your terrain engine, do you really need to compute stuff on
the fly?  Static geometry will typically be much faster, and use of
LOD's and database paging can balance the load and allow you to really
scale up the terrain to billions of polygons.

Robert.

On 2/14/07, Ignacio José López Rodríguez <[EMAIL PROTECTED]> wrote:
>
>
>    Hi,
>
>     I'm a OSG newbie. In this moment i'm trying to apply a texture to a
> geode. I've been looking for information on internet and i think i'm
> following the right steps, but they don't work to me. Exactly, i'm
> proceeding in this way:
>
>     1. Load a PNG file. According to the debuggin info this step seems to be
> ok.
>
>
>
>
>
> osg::Image *image = osgDB::readImageFile(imageFilePath);
>
> tile->setTexture(image);
>
>     2. Create a new texture from the image.
>
> osg::Image *image = tile->getTexture();
>  osg::Texture2D *texture = new osg::Texture2D(image);
>  texture->setFilter(osg::Texture2D::MIN_FILTER,
> osg::Texture2D::LINEAR_MIPMAP_LINEAR);
>  texture->setFilter(osg::Texture2D::MAG_FILTER,
> osg::Texture2D::LINEAR);
>  texture->setWrap(osg::Texture::WRAP_S,
> osg::Texture::CLAMP_TO_EDGE);
>  texture->setWrap(osg::Texture::WRAP_T,
> osg::Texture::CLAMP_TO_EDGE);
>
>
>     3. Apply the texture to the geode's stateset.
>
> ss.setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
>
>
>     I'm implementing a terrain engine algorithm and therefore the geometry
> is regenerated on every frame. To achieve this the method
> "removePrimitiveSet(0)" is called on every frame. I think it shouldn't imply
> a problem because and i've seen other examples that work in a similar way.
> In any case i have a few questions on how to apply textures on geometry
> nodes:
>
>  - Is it necessary to specify the coords of the texture?
>
>  - Does the texture affect to the whole geometry in the above code? Or Is it
> being applied to only one triangle?
>
> I've spent a lot of day (almos five) with this issue. I'll appreciate any
> suggestions. Thanks in advance.
>
>
>
>
>
>  ________________________________
>
> LLama Gratis a cualquier PC del Mundo.
> Llamadas a fijos y móviles desde 1 céntimo por minuto.
> http://es.voice.yahoo.com
> _______________________________________________
> 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/







                
______________________________________________ 
LLama Gratis a cualquier PC del Mundo. 
Llamadas a fijos y móviles desde 1 céntimo por minuto. 
http://es.voice.yahoo.com
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to