Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread Colin Rayment
-users] Swapping Textutes for Thermal Signatures Hi, I was wondering what’s the best way to simulate thermal signatures for targets and the terrain (i.e heat vision). One simple and easy way is to load 2 models - one for day view and another for thermal view. However, this poses a big problem

Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread David Spilling
Guy, You can also do it via shaders. Your model would have texture unit 0 = diffuse texture, and tex unit 1 = thermal texture. In the application you would set a uniform that declares which texture unit to use (e.g. uniform int TexUnit). The shader could then select the texture based on the tex

[osg-users] Swapping Textutes for Thermal Signatures

2009-02-12 Thread Guy Volckaert
Hi, I was wondering what’s the best way to simulate thermal signatures for targets and the terrain (i.e heat vision). One simple and easy way is to load 2 models - one for day view and another for thermal view. However, this poses a big problem for the terrain. I really don't want to load

Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-12 Thread J.P. Delport
Hi, virtualplanetbuilder (VPB) nowadays support the idea of layers of imagery (texture data) on the same elevation data. You could put your vis data on one layer and the thermal data on another layer. You can dynamically switch between them at runtime. jp Guy Volckaert wrote: Hi, I was