Hi Ivan,
Mailing list digest user are too often screwing up threading my doing
a reply to a digest post. So... if you want support please reply to
the original post's subject. I'm not going to reply to this broken
thread.
Robert.
On Fri, Nov 28, 2008 at 12:51 PM, Arisnova [EMAIL PROTECTED] wrote:
-- Mensaje reenviado --
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date: Fri, 28 Nov 2008 10:54:14 +
Subject: Re: [osg-users] Texture2D rendering problem
Hi Arisonova,
There isn't enough info about how you are setting up your scene graph
to know precisely what the problem, and the image's aren't clear
enough. So best I can do is make general suggestions. First up is
learn about anisotropic filtering and clamp modes as these may well be
part of the answer to your problem. The osgtexture2D examples shows
these in action.
Robert.
Hi Robert,
Is a basic osgViewer::Viewer with a simple scene graph with one light. The
object is loaded from a osg file, and I mofify a StateSet to add thre more
texture unit, these is the original stateSet:
StateSet {
UniqueID StateSet_2
DataVariance STATIC
rendering_hint TRANSPARENT_BIN
renderBinMode USE
binNumber 10
binName DepthSortedBin
GL_CULL_FACE ON
GL_LIGHTING OVERRIDE|OFF
0xba1 ON
GL_BLEND ON
Material {
DataVariance STATIC
ColorMode OFF
ambientColor 0.941177 0.941177 0.941177 1
diffuseColor 1 1 1 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
BlendFunc {
DataVariance STATIC
source SRC_ALPHA
destination ONE_MINUS_SRC_ALPHA
}
textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
DataVariance STATIC
file images\estudioCompleteMap.png
wrap_s CLAMP_TO_EDGE
wrap_t CLAMP_TO_EDGE
wrap_r CLAMP_TO_EDGE
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply FALSE
internalFormatMode USE_ARB_COMPRESSION
resizeNonPowerOfTwo TRUE
}
}
}
, then I add three decal textuers in this way:
stateSet.setTextureAttributeAndModes(texId, new osg::Texture2D(image),
osg::StateAttribute::ON);
stateSet.setTextureAttribute(texId, new osg::TexEnv(osg::TexEnv::DECAL));
Anyway, I'm going to play around with anisotropic filtering and the clamp
modes as you suggest me.
Best regards,
Iván.
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