Hey Joran,
I've just made a very simple scene with one cube with a diffuse map and an opacity map, and it doesn't work. I don't see the opacity map (aaargh.png) but only the texture (blue hills.png). This is what the materials in the OSG file look like:
Material {
DataVariance STATIC
ColorMode OFF
ambientColor 0.588235 0.588235 0.588235 1
diffuseColor 1 1 1 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
BlendFunc {
DataVariance
STATIC
source SRC_ALPHA
destination ONE_MINUS_SRC_ALPHA
}
textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
DataVariance STATIC
file "images\Blue hills.png"
wrap_s CLAMP_TO_EDGE
wrap_t CLAMP_TO_EDGE
wrap_r CLAMP_TO_EDGE
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply
FALSE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
}
}
textureUnit 1 {
GL_TEXTURE_2D ON
Texture2D {
DataVariance STATIC
file
"images\aaargh.png"
wrap_s CLAMP_TO_EDGE
wrap_t CLAMP_TO_EDGE
wrap_r CLAMP_TO_EDGE
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth
0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply FALSE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
}
TexEnvCombine {
DataVariance STATIC
combine_RGB
REPLACE
combine_Alpha INTERPOLATE
source0_RGB PREVIOUS
source1_RGB PREVIOUS
source2_RGB CONSTANT
source0_Alpha TEXTURE
source1_Alpha PREVIOUS
source2_Alpha CONSTANT
operand0_RGB
SRC_COLOR
operand1_RGB SRC_COLOR
operand2_RGB SRC_ALPHA
operand0_Alpha SRC_ALPHA
operand1_Alpha SRC_ALPHA
operand2_Alpha SRC_ALPHA
scale_RGB 1
scale_Alpha 1
constantColor 1 1 1 1
}
If it's a similar code to your example, could it have something to do with the video card..?
// Jan
From: "A.J. Jessurun" <[EMAIL PROTECTED]>
Reply-To: osg users <[email protected]>
To: osg users <[email protected]>
Subject: Re: [osg-users] Problem with Opacity map in OSG model
Date: Mon, 22 May 2006 13:19:52 +0200
Hello,
Made a simple scene with an object with an opacity and diffuse map. Exported it with OSGExp and it worked fine. So, opacity maps work.
Greetings, Joran.
Jan Waterman wrote:Anyone??
From: "Jan Waterman" <[EMAIL PROTECTED]>
Reply-To: osg users <[email protected]>
To: [email protected]
Subject: [osg-users] Problem with Opacity map in OSG model
Date: Wed, 17 May 2006 15:13:51 +0200
Hi everybody,I've exported a scene from 3DS Max with several objects on a floor. I've added a light above it so I can see the shadows of the objects. I made a lightmap texture for the floor by using Render to Texture. I chose this texture as an opacity map for the floor and it seemed to work fine.Next thing. I used the exporter OSGExp to get the OSG file format. The lightmap was succesfully exported as a new .tif file. However, when viewing the OSG model, the lightmap doesn't seem to work... But when I look at the model in OSGEdit, I do notice a geode with a drawable that contains a StateSet. This StateSet consists of a Material, a BlendFuc and two tex unit 0's with a Texture2D attached. One tex unit 0 contains the texture of the floor, the other one contains the lightmap and has a TexEnvCombine attached as well. The BlendFunc source is set to Source alpha and the Destination is set to One minus source alpha.Can anyone tell me what I'm doing wrong here? I'm really running out of ideas now. Is it even possible to use opacity maps in OSG?Greets,Jan
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