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
>
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