[osg-users] Texture management and shader :

2010-10-06 Thread BARRAL Adrien
Hello, I set a texture on a big plane with the following lines : Code: Image* image = osgDB::readImageFile(resources/textures/sable-jaune.bmp); Texture2D* texture = new osg::Texture2D; TexMat* tmat = new TexMat; tmat-setMatrix(Matrix::scale(100,100,1)); if (image) {

Re: [osg-users] Texture management and shader :

2010-10-06 Thread Ulrich Hertlein
Hi Adrien, On 6/10/10 18:07 , BARRAL Adrien wrote: TexMat* tmat = new TexMat; tmat-setMatrix(Matrix::scale(100,100,1)); ... Now, I enable my shaders programs, and my texture is scaled to the plane's size (not repeated). Here is my vertex shader : Code: ... gl_TexCoord[0] =

Re: [osg-users] Texture management and shader :

2010-10-06 Thread BARRAL Adrien
Thank you very much !! That works fine, I just had to replace Code: gl_TexCoord[0] = gl_MultiTexCoord0; by Code: gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0*; Cheers, Adrien -- Read this topic online here:

Re: [osg-users] Texture management and shader :

2010-10-06 Thread BARRAL Adrien
Oups... That seems to work, but that doesn't work... In my previous post I made a syntax error in my vertex shader, so the shader was disable, that's why my texture was correctly displayed... If I well understand, gl_MultiTexCoord0 contain the per vertex texture coordinate 0 (I found that in

Re: [osg-users] Texture management and shader :

2010-10-06 Thread BARRAL Adrien
It's ok I finnaly find something that work, using the following lines : Code: gl_TexCoord[0].s = dot(gl_Vertex, gl_ObjectPlaneS[0]); gl_TexCoord[0].t = dot(gl_Vertex, gl_ObjectPlaneT[0]); End of the POST ! -- Read this topic online here:

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Sukender
, dishing out texture IDs rather than reloading the texture onto card memory? Kim. From: [EMAIL PROTECTED] on behalf of Sukender Sent: Wed 19/11/2008 15:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management Hi Kim, You may just use

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Robert Osfield
Hi Kim, On Thu, Nov 20, 2008 at 7:36 AM, Kim C Bale [EMAIL PROTECTED] wrote: I've been pondering this Database pager. It only caches the image files into memory to prevent loading during runtime doesn't it? Those are then used to build textures on the card memory. The DatabasePager doesn't

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
PROTECTED] On Behalf Of Sukender Sent: 20 November 2008 08:54 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management BUMP Hi Kim, Well, if you load a model with its textures, the function will simply return to you a pointer to an already existing model and/or texture (if cache

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
Cheers for clearing that up. Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 20 November 2008 09:18 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management BUMP Hi Kim, On Thu, Nov 20, 2008 at 7:36 AM, Kim C

[osg-users] Texture Management

2008-11-19 Thread Kim C Bale
I have a number of different models in OSG format that all use the same texture. What I want to avoid is having duplicate textures loaded onto the graphics card when I load these separate models. In previous programs I have achieved this using a Texture Manager that manages all texture

Re: [osg-users] Texture Management

2008-11-19 Thread Sukender
Hi Kim, You may just use the osgDB::Registry cache. That's automatic :) For instance, set the cache by writing: osgDB::ReaderWriter::Options* rwoptions = new osgDB::ReaderWriter::Options; rwoptions-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);

Re: [osg-users] Texture Management

2008-11-19 Thread Kim C Bale
Splendid. Thank you. Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sukender Sent: 19 November 2008 15:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management Hi Kim, You may just use the osgDB::Registry cache. That's automatic

Re: [osg-users] Texture Management BUMP

2008-11-19 Thread Kim C Bale
than reloading the texture onto card memory? Kim. From: [EMAIL PROTECTED] on behalf of Sukender Sent: Wed 19/11/2008 15:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management Hi Kim, You may just use the osgDB::Registry cache. That's automatic