Hello, > i'm a little confused, do you want the values in the texture to not be > clamped, or do you mean addressing the texture by integers (i.e. pixels) > instead of the usual coordinates in [0 - 1]?
Sorry about, I need both of them. :) and i have resolved, thanks! > The BlendChunk should not matter much ... I realize it after some test. I got result value not clamped to [0-1] but i have another annoying problem. (I should change the post subject in : polygonforeground and materialmultipass...) I have attached the Multipass Material to a PolygonForeground and this to a FBOViewport: MultipassMaterial <---> PolygonForeground <---> FBOViewport It seems that just one pass seems to be executed. I read in OpenSG thread that polygonforeground do not support multipass material. http://www.mail-archive.com/[email protected]/msg07826.html There was some update about? Do you know some tricks to avoid it (I was wondering to "simulate" a polygonforeground using a wrapper)? Thank you very much! ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
