Hello Tom! Looks like there was an issue in uploading the screenshot?
Could you post a minimal/complete/reproducible example of the code that you use? Maybe someone will be able to spot the issue just by looking at the code. -- Vaillancourt On Tuesday, 27 October 2020 18:58:06 UTC-4, Tom Pollok wrote: > > Hello, > > im trying to render a texture to an quadrilateral. The quadrilateral is > the calculated by the intersection view frustum with aplane. So the image > basically a perspective projection of the original image. > > > Unfortunately the texture coordinates are not interpolated correctly such > that the triangles look wrong. > > I know that is is a very basic computer graphics problem. But i have some > trouble solving it. > Does anyone have solved this problem already for arbitrary quadrilaterals? > My guess would be using fragment shaders, but im not experienced in with > GLSL. Another option is transforming the texture using a homography and > then rendering a quad, but it feels like this the brute force solution. > > Id be very thankful if somebody could help me. Ideally of somebody knows > where this problem has been solved already with openscenegraph. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/7f2f6ce0-b2ef-481a-8ecd-213332c18608o%40googlegroups.com.
