On 3/8/07, Thibault Genessay <[EMAIL PROTECTED]> wrote:

Hi Licu

 if I am to represent the terrain
> > thru normal geometry how do I encode multiple layers
> > of textures (using multi-textures and multi-pass if
> > necessary)? How can I use the same osg::Geometry but
> > with different render states and textures?
>
>
Just my 2 cents about multi-pass: if you need to fall back to this
approach (rather than the multi-stage, which is more efficient, but
sometimes does not give the result you want) I had implemented it using
multiple inheritance in the graph. You can have 2 different geodes, each
with its own stateset (with texturing, alpha and depth modes, etc.) as
parents of the same geometry. Then you attach those geodes to the same
group; the order in which you call group->addChild(geodes[pass_i]) is simply
the order in which passes are drawn.


It's a bit off topic but I have a newbie question about multi-pass and
multi-stage:
If I understand it well, multi-pass is assigning to the same geometry two or
more different statesets, and multi-stage is combining into one stateset
multiple textures and assigning it to the geometry? Or have I missed
something?

Thanks in advance for the clarification. :)

--
Serge Lages
http://www.magrathea-engine.org
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to