Hi Art,
Art Tevs wrote:
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also
tested the examples and everything works fine. So I think at least
for non-rect textures there is everything ok. If you tested it for
rect textures and it works, then perfect. I've submitted y
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also tested
the examples and everything works fine. So I think at least for non-rect
textures there is everything ok. If you tested it for rect textures and it
works, then perfect.
I've submitted your changes, so you can
Hi Art,
Art Tevs wrote:
Hi J.P.
I think this is the way how to do it. One can even go further and
remove the height and width vectors in the method since we setup them
directly in this method. Hmm, I wonder if this will work correctly:
the screen sized quad is created in the very first call of
Hi J.P.
I think this is the way how to do it. One can even go further and remove the
height and width vectors in the method since we setup them directly in this
method.
Hmm, I wonder if this will work correctly: the screen sized quad is created in
the very first call of the unit's init method.
Hi Art,
attached find my latest attempt. I'll continue with rect support in
other units/plugin/etc after you give go-ahead.
rgds
jp
J.P. Delport wrote:
Hi Art,
Art Tevs wrote:
Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture coo
Hi Art,
Art Tevs wrote:
Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture coordinates there. Yes,
accesing mInputTex (or directly through getInputTextureMap() method)
should be fine there. However make sure that you do this after
Unit:
Hi J.P.
J.P. Delport wrote:
>
> I like the multiple coord idea. It seems that the only place where the
> textured quad is created is in createTexturedQuadDrawable and that is
> only called from init() in the various units. Do you propose I add the
> extra tex coordinates in this function? Is
Hi Art,
Art Tevs wrote:
J.P. Delport wrote:
Do you want TextureRectangle support in osgPPU?
Yes, of course. However I thought that rectangular textures might not
be used in future anymore, because the support of non-power-of-two
(npt) textures can actually replace the rectangular textures. T
Hi J.P.
J.P. Delport wrote:
>
> Do you want TextureRectangle support in osgPPU?
>
Yes, of course. However I thought that rectangular textures might not be used
in future anymore, because the support of non-power-of-two (npt) textures can
actually replace the rectangular textures. The main di
Hi Art,
as a test I've started implementing TextureRectangle support for osgPPU,
as we use them in other non-osgPPU stages of our pipeline.
I've started with UnitTexture and UnitInOut and have a working version
for a test app using these two units. Before I continue further I would
like to g
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