The mistery is solved. On Nvidia cards, a maximum of 4 Multitexture Units are
allowed. you can simply query this value by calling
glGetIntegerv(GL_MAX_TEXTURE_UNITS, iUnits);
So it looks like using TexGen is therefore limited to the lowest 4
Textureunits, which is not very logical. Actually
Hi Daniel,
I doubt your test methodology is correct. For recent years I've beeen often
using TexGen on stage 6 and 7. On many GeForces and some Radeons and even
Intel HD 3000. I think TexGen used at 0-7 is very common and thus your
observation must be wrong...
Perhaps you read the Microsoft
Hi Wojtek, would you mind doing the simple test with the sample program
osgspotlight and the modifications I documented? I wonder if you get the same
different results as soon as you use texture units from 4 and above.
Cheers,
Daniel
--
Read this topic online here:
Hi Daniel,
I confirm your observation. I, however, do not agree that its a TexGen
problem. Frankly I do not know what it is, and I had no time to
investigate, but I think its maybe relate to TexEnv settings. I only made a
following test: I zeroed a spotlight texture (memset( image-data(), 0,
Interesting. So could this be a bug in osg?
Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I wonder if
this value does not only mean maximum number of multitexture units, but also
that only the lowest 4 units are capable of beeing used for multitexturing!
This would kind
I think this anwers your question:
http://www.gamedev.net/topic/544990-gl_max_texture_units-is-wrong/
Cheers,
WL
2013/12/16 Daniel Schmid daniel.sch...@swiss-simtec.ch
Interesting. So could this be a bug in osg?
Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I
wonder
Hi Daniel,
On 16 December 2013 09:50, Daniel Schmid daniel.sch...@swiss-simtec.chwrote:
Interesting. So could this be a bug in osg?
The fact that driver is reporting crappy values? No this isn't an OSG bug,
it's an driver peculiarity/bug.
There was a workaround checked into
HI Daniel,
It sounds like an OpenGL driver issue. I don't recall any hard limits w.r.t
texture units with texgen but being fixed function state the driver might
not map it all the way up.
Robert.
On 13 December 2013 07:36, Daniel Schmid daniel.sch...@swiss-simtec.chwrote:
Hi there
I
I have an Nvidia GTX TITAN with current drivers. Sure this could be a driver
issue... but I doubt it with such current hardware.
I would be curious if you Robert or anybody could quickly make the test
according to my previous post and just tell your results.
I know it sounds silly for such a
I made the test now with a GTX 580 and a different driver version, and I still
have the same issues!
Daniel
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi there
I noticed a limitation in TexGen. It looks like osg::TexGen can only be used up
to a texture unit between 0 and 3, starting from texture unit 4 to 7,
osg::TexGen have no more effect.
You can easily test this with the osgspotlight.cpp example by changing the
following lines:
Line 249:
11 matches
Mail list logo