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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