Hi Simon
> 1. Is there a way to configure the StateSet object or the Geometry object > to somehow "tell" each vertex what texture it should use (given I don't want > to change the order of the vertices - which I fear I will have to)? > > The easiest way I can think to do this is with shaders and creating a new vertex attribute array of integers that stores the texture unit used for each vertex. Or you could store the data in a texture and use vertex texture lookups if you have support for those. > 2. Won't this be a bit of a problem for the performance? > If you use the shader method I don't see it impacting that heavily. Any fixed function multi pass stuff might have a bigger impact > > 3. The edited model has a spherical shape, so I would like the textures to > be displayed as in a spherical environment. Is there a way to compute the > TexCoord Vec2's in a similar way as UVW Map modifier for max, but in real > time? Look at reflection map shaders, they show how to use the objects normal to compute a texture cord in a 2d map. You essentially want 3d spherical coords (or normal dir) to 2d cartesian coords. Hope that helps Tom
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