Hi Robert,

> osgSim::SphereSegment doesn't have any support for texture
> coordinates, so if you want to texture them then you'll need to use
> osg::TexGen/TexGenNode to create the texture coordinates.

OK, maybe there's a simpler solution to my original problem, which is applying a "dynamic" texture as a lat/lon-limited overlay on an osgTerrain database.

E.g.: A piece of OpenGL code that has not been ported to OSG yet generates filled temperature contours as a texture for a segment of the globe. What I want to do is to apply this texture as an overlay on the osgTerrain at it's correct navigation (which may potentially cover the whole globe).

I have looked at how the osganimation, osgspheresegment and osgsimulation examples use osgSim::OverlayNode, and from what I understand OverlayNode does not accept textures directly, but it generates textures to overlay its children (e.g. terrain) from a separate subgraph (overlayNode->setOverlaySubgraph(...)). Hence, I thought putting the texture onto a SphereSegment and set the SphereSegment as OverlaySubgraph would do the trick.

Is there an easier/better approach? If I used a quad geometry for the OverlaySubgraph, would I get problems if the texture covers the whole globe? Or is SphereSegment+TexGenNode the way to go? Or...??

Best regards,
John


Robert Osfield wrote:
On Wed, Aug 20, 2008 at 11:57 AM, John Vidar Larring
<[EMAIL PROTECTED]> wrote:
Hi all,

In danger of exposing ignorance, I need to ask this question: It should be
possible to texture a SphereSegment, right?

osgSim::SphereSegment doesn't have any support for texture
coordinates, so if you want to texture them then you'll need to use
osg::TexGen/TexGenNode to create the texture coordinates.

Robert.
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Best regards,
John
WeatherOne


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