[osg-users] Texture units and TexGen

Bradford, Chase CHASE.BRADFORD at saic.com
Tue Aug 7 12:18:22 PDT 2007


Hi Robert,

Thanks for the info.  I hadn't tried the RenderStage approach because I
thought it was specific to culling over CameraNodes.

Is there a significant performance hit when multiple render stages are
used?  I'm assuming they aren't cheap.

Chase

> -----Original Message-----
> From: osg-users-bounces at lists.openscenegraph.org [mailto:osg-users-
> bounces at lists.openscenegraph.org] On Behalf Of Robert Osfield
> Sent: Tuesday, August 07, 2007 12:13 PM
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] Texture units and TexGen
> 
> Hi Chase,
> 
> On 8/7/07, Bradford, Chase <CHASE.BRADFORD at saic.com> wrote:
> > Can TexGens and TexGenNodes reuse texture units?  My scene graph is
> setup
> > with many distinct elements that need individual texture coordinate
> > generation, but if I try to reuse a texture unit, texgen fails.
> 
> Positional TexGen does not support localization to subgraphs, rather
> affects the whole RenderingStage that encloses it.  Positional TexGen
> is EYE_LINEAR, and depends upon the modelview matrix at application,
> and the TexGenNode provides it withe fixed position in space i.e. its
> unique modelview matrix.
> 
> If you create RenderStage for each subgraph then you could do what you
> are after.
> 
> Robert.
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