Hi Robert, On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield > > This might well push you over the limit supported by fixed function > pipeline on your hardware so it's likely you'll need to look at using > GLSL shaders. As you have a pretty straight forward usage case this > won't require anything too complicated. >
Ok thanks > > With OpenGL the whole mesh will be textured by all textures you apply, > the way to get non and textured parts for areas outside the texture > coordinate range 0,0 to 1,1 is to set a alpha value of 0 for the > border colour, something like (1,1,1,0) would be appropriate. However > if you are using GLSL you can use test the texture coordinate prior to > reading the texture and then just blend the colours as you require. > This seems the way to go. Alternatively one could split (i.e duplicate vertices) the mesh at seams and generate a texture atlas (should be easy for all the fotos). This should allow me to use one texture. Multiple approaches, which one to take? ;) > > It's not really me place to teach you GLSL so I have to recommend that > you look at online resources for GLSL, and on the OSG side have a look > at the osgshaders example and any other places where osg::Program > crops up in the OSG examples or code base. > That's ok, I'm thankful for all the input received! Best, Christoph
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