Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
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

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
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

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
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:

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
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,

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
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

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
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

Re: [osg-users] TexGen limitations

2013-12-16 Thread Robert Osfield
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

Re: [osg-users] TexGen limitations

2013-12-13 Thread Robert Osfield
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

Re: [osg-users] TexGen limitations

2013-12-13 Thread Daniel Schmid
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

Re: [osg-users] TexGen limitations

2013-12-13 Thread Daniel Schmid
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

[osg-users] TexGen limitations

2013-12-12 Thread Daniel Schmid
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: