[osg-users] Using image maps with materials
rick at fringe-online.com
Tue Jul 15 07:54:02 PDT 2008
I have seen some examples, somewhere I think, where you could have one
texture on the lit side of an object and then have another texture on the
dark side. I am thinking of the earth where you could see lights in cities
on the dark side. Did I really see that somewhere or is that my
I have heard of using fragment shaders and it is something I would like to
learn more about. Where can I find out about how to use "multi-pass
technique" and/or "register"?
On Tue, Jul 15, 2008 at 12:13 AM, Ulrich Hertlein <u.hertlein at sandbox.de>
> Hello Rick,
> rpingry at gmail.com wrote:
>> Is there a way to use image maps with some of the other material
>> properties, like emission or specular or diffuse? I am working on ...
> > how to use a reflection map, so I think I am ok there. Any way to use a
> > map to define the emission, specularity, and diffuse amounts across a
> > surface?
> There's no easy way to specify the material component that a texture should
> affect (such as emissive, specular) in plain OpenGL.
> The way to go these days is a fragment shader. You could also use a
> multi-pass technique to apply another texture.
> (Maybe register combiners offer something useful but I'm not sure about
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