Re: [osg-users] osg-users Digest, Vol 17, Issue 110

2008-11-28 Thread Robert Osfield
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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Re: [osg-users] osg-users Digest, Vol 17, Issue 110

2008-11-28 Thread Arisnova

 -- 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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