Hi Johny
And why not a geometry approach?
You can totally use 3d models, but that might induce z-fighting, sorting problems etc. Another option is of course using a world-space spanning texture per object-instance and managing drawing to this texture at the right spots. This isn't very memory friendly however.

It seemed to me, that you have a multipass-shader implementation anyways so using screen space decals might be the best option. (And I've got good experiences using it)

Cheers
Sebastian


SMesserschmidt wrote:
Hi Johny,


Here's Johny!

I'd like to know how to pick a 3d point in my model onto which a decal will 
nearly wrap itself around to. Am I using the right word here, or does Open 
Scene Graph not have this feature? Before I'm rigging my app with a custom 
decal, I'd like to know what's available, or what tools I can already work with.

There is no specific API, but you can use projective texturing or
screenspace decals (using FBO and shaders).

Cheers
Sebastian


Thank is great.

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