Hello Johannes,
On 2017-01-23 02:05, Johannes wrote:
> On 21.01.2017 00:01, Carsten Neumann wrote:
>> Can you adjust the changes to TextureBuffer/LayeredTextureBuffer
>> to be in line with the above? Thanks!
>
> here we go :-)
thank you. It appears this in a small way depends on the GL
Hello Carsten,
On 21.01.2017 00:01, Carsten Neumann wrote:
> Can you adjust the changes to TextureBuffer/LayeredTextureBuffer
> to be in line with the above? Thanks!
here we go :-)
Best Johannes
diff -rupN ./opensg_org/Source/System/State/Base/OSGTextureObjChunk.cpp
Hello Johannes,
On 2017-01-20 03:45, Johannes wrote:
> I have reread these articles and I now tend to agree with you wrt to the
> LayeredTextureBuffer. However, the GL_TEXTURE_CUBE_MAP_ARRAY is missing
> nevertheless (?)
yes, looks like it is missing. I think it should make use of
Hello Carsten,
first off, I'm not an expert with textures. First I will show you how I
initialize my shadow maps in my plain OpenGL example. So that you
understand what I want to map into OpenSG land.
Example: [1]
Next the sources I have studied:
Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> Currently, I'm working on shadow techniques. For these I do need texture
> arrays, especially cube map arrays. I have added support to the
> TexureObjChunk and to LayeredTextureBuffer and TextureBuffer.
I think this changes