[osg-users] RE : Re: RE : multitexturing coordinates

Peter Wraae Marino osghelp at gmail.com
Thu Jul 10 22:18:02 PDT 2008


Hi Franclin,

yes shaders is better.. . but I wanted to solve this using "old
multitexturing" method. I have succesfully done this and it works
just fine on my quad (which of course if from the geometry class).

doing it using a shader is not a problem (actually easier for me).. but like
I said I purposely wanted to use the above method without
shaders.

regards,
Peter

On Fri, Jul 11, 2008 at 12:00 AM, Franclin Foping <fsfoping at yahoo.fr> wrote:

> Hi Peter,
>  You can achieve a multitexture effect quite easily again look at my
> tutorials. The problem is all about defining the geometry of objects
> yourself and in order to do this you will need to rely on the geometry
> class.
>  But for shape drawable, geometry information is hidden to clients (and I
> don't know why but I suspect performance issues) that is why you need to use
> shaders for them. Because by making use of shaders you are actually changing
> the graphics pipeline.
> Talk to you soon.
>  F.
>
> *Jason Daly <jdaly at ist.ucf.edu>* a écrit :
>
> Peter Wraae Marino wrote:
> > Hi Franclin,
> >
> > Yea doing it using a shader is easier and more flexible, but is there
> > a reason why we don't get access to do multitexture coordinates?
> >
> > Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
> > multitexture coordinates, so I can't really use that.
>
> I use it for multitexture coordinates all of the time. Why would you
> think it doesn't work?
>
> --"J"
>
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-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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