You might want to take a look at the TEXTURE_ATLAS_BUILDER flag in the
osgUtil::Optimizer. I haven't used this before, but it looks like it
traverses a scene graph, collects a bunch of textures, and groups them
together into larger textures.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466




> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Eric Maslowski
> Sent: Tuesday, December 19, 2006 3:45 PM
> To: 'osg users'
> Subject: RE: [osg-users] Optimal texture size
> 
> Maybe. Depends on how many you have. What I've done in this 
> case is simply have one texture with a bunch of 4x4 pixel 
> squares each with it's own color.
> Then just assign the correct UVs for the color you want. This 
> is usually just an offset or lookup table. This can also be 
> done easily in your art package (if you're using one).
> 
> Cheers
> 
> E.
> 
> ---
> Eric Maslowski
> Research Computer Specialist
> University of Michigan 3D Lab
> 
> Autodesk 3D Studio Max Certified Trainer
> 
> email:  [EMAIL PROTECTED]
> office: 734-615-9699
> mobile: 734-730-9904
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Zach Deedler
> Sent: Tuesday, December 19, 2006 17:26
> To: 'osg users'
> Subject: [osg-users] Optimal texture size
> 
> Hello,
> 
> My shader requires me to have everything textured.  So, 
> anything that was colored with out a texture, I have applied 
> a 2x2 texture to it.  Is it bad to have a bunch of 2x2 
> textures on a video card?
> 
> 
> Zach
> 
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