Hi Enrico, The TextureChunk should offer everything that you need, just look at all those set/get methods within TextureChunkBase.h
Good luck Matthias On Monday 09 May 2005 18:03, Enrico Borrione wrote: > hi dirk, > i've read that OSG server is down, so i hope that this > mail won't be lost in the means of the net. > I have a small question for you: > is it possible in opensg to have multitexturing > without using a shader? I'd like to make the overlap > of the projected scene mixing 2 textures: one with the > rendered scene and one with a black smoothed band on the > overlapping region. With two of these textures i should be able to > mask the two overlapping viewports. > In opengl i'd use the GL_TEXTURE_ARB0 GL_TEXTURE_ARB1 and then > some kind of texture blending. Since it is a very trivial operation > i wouldn't like to use complex stuff as shaders or combiners... > > as usual, thanks for your time, > yours > enrico > > Il lun, 2005-05-02 alle 19:57, Dirk Reiners ha scritto: > > Hi Enrico, > > > > On Mon, 2005-05-02 at 11:04 +0200, Enrico Borrione wrote: > > > hi dirk, > > > i gave a look at the > > > Source/WindowSystem/GLUT/testWindowGLUTTGB.cpp demo, but i got a > > > bit lost. Maybe you can lend me an hand... > > > > > > 1) What i can see in the main rendering window is the first > > > viewport of the second? I can't understand whether I see the > > > torus itself or a texture on witch the torus was previously > > > rendered. Another way to ask the same question is: am I seeing > > > the first viewport (witch is just initialized) or the second one, > > > that has got both the camera and the texturegrabbackground? > > > > You see the second viewport, as it completely covers the first one. > > You can modify the program to make the second only half as wide, > > and only the left half of the screen will be handled. > > > > > 2) A bit of theory... i see that you use the > > > NV_register_combiners to compute the colors of the grabbed > > > texture (or at least i think so). May i use them to deform the > > > texture too? I roamed a bit in the opensg man pages, but i did > > > not found much stuff about the RegisterCombinersChunks... > > > > You could, and people have done that, but honestly I don't see the > > point for relatively continuous things like domes. It would be > > better to use a simple geometry node in the second viewport that is > > textured with the grabbed texture. > > > > > 3) Not really connected with the previous questions: I saw that > > > some time ago you were talking of addig the blending&overlapping > > > support for the MultiDisplayWindow. Is it available in the 1.4 > > > version of OpenSG? I wish i could avoid the other option > > > (extending the class and render on the foreground of the single > > > cameras a set of blended black quads as suggested by someone on > > > the list...) > > > > AFAIK that hasn't been added, sorry. Marcus, did you get around to > > doing that? > > > > Dirk > > ------------------------------------------------------- > This SF.Net email is sponsored by: NEC IT Guy Games. > Get your fingers limbered up and give it your best shot. 4 great > events, 4 opportunities to win big! Highest score wins.NEC IT Guy > Games. Play to win an NEC 61 plasma display. Visit > http://www.necitguy.com/?r=20 > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------- This SF.Net email is sponsored by: NEC IT Guy Games. Get your fingers limbered up and give it your best shot. 4 great events, 4 opportunities to win big! Highest score wins.NEC IT Guy Games. Play to win an NEC 61 plasma display. Visit http://www.necitguy.com/?r=20 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
